DDAL09-07 - The Diabolical Dive

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DDAL 09-07

THE DIABOLICAL DIVE


An Avernus Rising Adventure
You have located the plans and drawn the infernal forces away from them. All that
remains now is to dive below the river Styx and infiltrate Plagueshield Point without
getting wet, setting off any alarms, or being followed. Piece of devil’s food cake.
Part Three of the Behind Infernal Lines series of adventures.

A Four to Six-Hour Adventure for 5th through 10th Level Characters.


D&D
Optimized For: APLDescent
8 into Avernus glyph, simplified

Credits Primary Secondary

Designer: James J. Haeck 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: Matthew Maranda, Daniel Oliveira, Jia Jian
Art Director and Graphic Designer: Rich Lescouflair
Tin, K Turner, Marcello Velazquez
Interior Art: provided by Wizards of the Coast
D&D Adventurers League Wizards Team: Adam Lee, Ari
Levitch, Chris Lindsay, Mike Mearls

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 • Bonus Objective A: Future Prospects. The characters
are tasked with finding the restless spirit of a Hellrider.
“Of four infernal rivers that disgorge This bonus objective is described in Appendix 1.
• Bonus Objective B: I Don’t Negotiate with Demons. A
Into the burning Lake their baleful streams;
demon ambushes the characters as they emerge from
Abhorred Styx the flood of deadly hate […] the River Styx and presents them with a choice: fork
Her wat'ry Labyrinth whereof who drinks over their plunder or die. Some choice! This bonus
Forthwith his former state and being forgets, Forgets both joy objective is described in Appendix 2.
and grief, pleasure and pain.”
Adventure Hooks
—John Milton, Paradise Lost
With Plagueshield Point’s defenses scattered, characters
that participated in the previous adventures of the trilogy
This adventure is designed for three to seven 5th- to 10th-
now have their chance to infiltrate the fortress. Otherwise,
level characters and is optimized for five characters with
the following hooks can be used:
an average party level (APL) of 8. Characters outside this
Let’s Get You Caught Up. Some characters—especially
level range cannot participate in this adventure.
those affiliated with good-aligned deities or other agents
This adventure occurs in a former drow stronghold
of good—are suddenly hurled into the Nine Hells. They
known as Plagueshield Point, located in Avernus, the first
awaken outside of Mahadi’s emporium, where Fai Chen
layer of the Nine Hells.
tells them of a plan that another group of adventurers have
been brewing—one that tragically cost them their lives.
Background Here’s where they left off….
Long ago, HELLRIDERS stormed into Avernus alongside Get Me Outta Here! Other characters might awaken
ZARIEL to destroy fiends on their home turf. One at the edge of Mahadi’s emporium—having been secretly
particular battalion, known as the BLOODY HOOVES, summoned by Fai Chen. He tells them that they can’t stay
was lost after their plan of attack failed. FAI CHEN in the emporium, but suggests a way they could find safe
suspects that a copy of their fated BATTLE PLAN exists at haven. He introduces Dara, and sadly muses that things
PLAGUESHIELD POINT, which was once a fortress near will have to get much harder before they get easier.
the Underdark city of MENZOBERRANZAN.
The drow of PLAGUESHIELD POINT made a deal with Adventure Flowchart
the devils of Avernus to protect them from the RAGE OF This section provides a basic understanding of not only
DEMONS. But when the devils eventually came to collect, the flow of the adventure, but also the outline of the
the fortress was dragged into Avernus. It now rests at the different paths that your players may take in reaching
bottom of the RIVER STYX, protected by a magical shield their stated objective.
erected by RESPEN SHADOWSWIMMER, who lives in a
tower overlooking the Styx, studying its foul waters.
However, the battle plan isn’t a physical document: it’s a
living creature—a YOCHLOL, that lives in Plagueshield
Point, one of the most secure strongholds in Avernus. Time’s Up,
Let’s Do This
Overview Call to Action

The adventure’s story is spread over three parts and takes


approximately four hours to play. The adventure begins
with a Call to Action. It also contains two optional bonus
objectives—each taking one additional hour to play. 1 A
• Call to Action: Time’s Up, Let’s Do This. Plagueshield
The Wettest Suite Future Prospects
Point’s defenses are weakened, and the characters
Story Objective A Bonus Objective A
are behind enemy lines. The only thing left to do is
finish the job!
• Part 1: The Wettest Suite. Plagueshield Point is at the
bottom of the River Styx, so the characters need a way
in, such as the bowl of commanding water elementals
in the possession of Respen Shadowswimmer. This is 2
Story Objective A. Prisoners of
• Part 2: Prisoners of Plagueshield Point. Once inside, Plagueshield Point
the characters have one task: to obtain the Hellriders’ Story Objective B
plan of attack and get the Nine Hells out of there! This is B
Story Objective B. I Don’t Negotiate
With Demons
Bonus Objective B

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DDAL09-07 The Diabolical Dive (v1.1)
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Call to Action: Time’s Up, Let’s Do This!
Estimated Duration: 15 minutes What Do They Know? Fai Chen is an invaluable
repository for legends, rumors, and gossip. He knows that,
Wake-Up Call until recently, Plagueshield was an Underdark outpost
before it was dragged into Avernus and down into the River
Fai Chen’s tent is made of thick fabric that tries (and fails) Styx. Finding the Styx is easy enough, but getting to the
to lessen the scorching heat of Avernus. However, the bottom of the river isn’t. Fai Chen doesn’t know how to get
characters awaken to find that Fai Chen and Dara have there, but he knows a reclusive drow wizard named Respen
good news—all of their hard work has paid off! Read or Shadowswimmer who might. Originally from Plagueshield
paraphrase the following boxed text: Point, Respen survived its descent and now resides in a
tower at the banks of the Styx. Dara and Fai Chen happily
The flap of your tent opens, and a hot, ash-laden breeze remind the characters of what’s transpired in previous
adventures. if their memories are foggy.
wakes you. Fai Chen looks in, a grim smile upon his face.
“Today’s the day, heroes!” he says. The young girl, Dara,
What Went Before
silently follows him in. “I have good news. The gossip of the
This adventure is the third part of a trilogy. In short, what
day is that two dozen infernal soldiers just arrived at the transpired before is:
munitions dump you attacked yesterday. If they got there • The characters descended into Avernus in Fai Chen’s
that fast, they had to have been from Plagueshield Point. wagon, with Dara. From there, they arrived in Mahadi’s
Wandering Emporium, and managed to earn a temporary
“You’d best get ready. This window of opportunity
home there. While there they learned that there were many
won’t last long; probably only a day or so. If you need Fai Chens, not just one.
any information—like how to get to Plagueshield—don’t • The adventurers, Fai Chen, and Dara plotted a way to free
hesitate to ask. I don’t charge for advice!” the spirits of the Hellriders, ancient warriors of justice, that
could help fight for good.
• Fai Chen believes that a record of the Hellriders’ doomed
Area Information battle plans are kept within Plagueshield Point, a heavily
guarded Avernian fortress at the bottom of the River Styx.
Fai Chen’s tent has the following features: To pull forces away from Plagueshield, the characters first
Dimensions & Terrain. Fai Chen’s tent is not attacked a nearby munitions dump.
comfortable but it is large, and its home. • With Plagueshield’s guards drawn away by their sabotage,
Light. The scene is well-lit by lanterns and the natural the adventurers are now ready to infiltrate Plagueshield
reddish light throughout Avernus. Point and learn the Hellriders’ fate.
Smells & Sounds. The smell of sweat, spices, and
sewage drifts in from outside, as does the raucous noise of
the market. Call to Action
The time has come to reap the benefits of the recent attack
Creature Information on the munitions dump. The commander of Plagueshield
Fai Chen enters the tent with Dara, the young Chosen of Point has allocated troops from his garrison to reinforce
Ilmater, close on his heels. Seeing the characters, he smiles the dump--leaving Plagueshield’s own defenses weakened!
broadly and sets down a satchel. The time to act is now.
What Do They Want? Fai Chen and Dara are here to fill The journey to the banks of the River Styx takes about
the characters in on the details of their mission. They aren’t four hours by foot. The characters advance to Part 1 upon
happy to have to ask the characters to do this, but it’s part reaching the river.
of the job.

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DDAL09-07 The Diabolical Dive (v1.1)
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Part 1: The Wettest Suite
Estimated Duration: 1 hour 30 minutes in 1d4 rounds—unless he is the one that spotted them. If
they are found trespassing, characters must succeed on a
Shadowswimmer Tower DC 15 Charisma (Deception or Persuasion) check in order
to convince him to help them—he doesn’t take kindly to
The banks of the River Styx are a desolate place, trespassers, let alone nosey ones.
littered with the shrapnel and rusting remnants of
long-forgotten battles in the eternal Blood War. Respen Story Objective A
Shadowswimmer’s squat, three-story-tall tower is the only Finding a way to safely enter Plagueshield Point is Story
structure still intact on this desolate riverbank. Objective A. Fai Chen suggested seeking out Respen
Shadowswimmer; he might be convinced to aid them—
Area Information whether by force, diplomacy, or subterfuge remains to be
The Shadowswimmer Tower has the following features: seen. Unbeknownst to the characters, he possesses a bowl
Dimensions & Terrain. The tower is approximately 45 of commanding water elementals that allows them to avoid
feet tall and has 3 floors. The interior ceilings throughout the river’s effects.
are 20 feet high.
Light. The natural dim light of Avernus streams in
S1. Tower Reception
through windows on the ground floor, but the higher floors Directly through the tower’s front doors is an open hall with
are dark and unlit. a spiky iron desk against the back wall. Two doors flank
Sound & Smells. The tower is quiet, save for the ever- the desk, and a circle of arcane sigils is inscribed upon the
present sound of running water from the Styx outside, and ground to the west of the front entrance.
it smells faintly of sulfur.
Windows. Characters that can fly or scale the walls of
Creature Information
the ground floor can reach the 10-foot-tall windows that are An imp sits at the desk, copying notes from one piece of
10 feet off the ground and enter the building unnoticed. parchment to another. It reacts to the characters’ presence
The Upper Floors (S2 - S6). The characters only without looking up:
enter the upper floors if they want to steal the bowl of
commanding water elementals from Respen (though first “Eh? Visitors for Respen?” it rasps. “He doesn’t
they must find out about it). If they’re spotted in these
admit mortals without an appointment or a very, very
chambers, Respen Shadowswimmer is alerted, and arrives
good reason.”

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DDAL09-07 The Diabolical Dive (v1.1)
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A character within 5 feet of the imp who succeeds on a DC
15 Wisdom (Perception) check can see that the notes it’s Playing the Pillars
copying are rumors about the devils of Plagueshield Point Here are some suggestions for this encounter:
reinforcing a nearby munitions dump. If any characters Combat. Neither the imp nor Respen (when he arrives)
earned the Plague of Plagueshield story award in the want to fight. If combat ensues, they both attempt to escape
previous adventure (DDAL09-06 Infernal Insurgency), the as soon as possible. The imp turns invisible and Respen
uses a sigil in the room to return to his room and unleash
notes reference the characters’ nicknames and exploits.
his arcane experiments upon the intruders from the top floor
Once the imp’s curiosity about the characters has been down.
satisfied (see Playing the Pillars), it flies up to a grated Exploration. Characters can sneak through the entire
iron pipe set into the ceiling above its pedestal. compound if they want to avoid a confrontation. They might
even be able to steal the bowl of commanding water elementals
without a fight if they’re clever!
The imp’s eyes narrow, and with a few flaps of its wings, it Social. If the characters give the imp a rare or rarer magic
flies up to a grated iron pipe in the ceiling above its desk. item or explain what their mission is in Plagueshield Point,
“Master,” it croaks, “Mortal visitors have come to call! it agrees to fetch its master. It also does so if the characters
succeed on a DC 15 Charisma (Intimidation) check—
Perhaps they seek to trade?”
though it utters profanities and curses their names in the
Moments later, the arcane circle flares with light, and a process. Otherwise, it brusquely asks them to depart the
gaunt male drow with red-tinged eyes and wearing tattered way they came in. The easiest way through this situation is
to talk with Respen and the imp. Allow a character to make
robes strides out. “What business have you with Respen
a DC 15 Wisdom (Insight) check to deduce something
Shadowswimmer, foremost scholar of the waters of the about Respen’s history, emotional state, or goals on a
River Styx?” success (see Dramatis Personae).

Respen Shadowswimmer is a drow mage and he doesn’t


appear happy. Treasure
What Do They Want? The imp is Respen’s first line If the characters are amicable to his request, Respen
of defense against unwanted intrusion; it’s very good at produces a bowl of commanding water elementals from a
making up excuses as to why its master can’t see visitors, pocket of his robe. When filled with water from the River
but is watchful for baubles that it suspects will pique its Styx, the elemental conjured by the bowl has the added
master’s interest (see Playing the Pillars). Respen is ability to envelop up to eight creatures in an air-filled
perfectly content remaining isolated in his tower, wiling bubble and use its action to transport them safely through
away his time with his studies and experiments. However, the river’s terrible waters.
when he hears that the characters are interested in
venturing to Plagueshield, he grows momentarily wistful S2. Aqua Pentacle
and interested in information about the fate of his former This broad chamber is dominated by a pentacle drawn in
apprentice, a drow named Viltharn. He thinks for a paint that was mixed with the waters of the River Styx.
moment, and asks if the characters are willing to accept a Dimensions & Terrain. Along the sides of the pentacle,
geas in exchange for his aid. He offers to give them a bowl crates are stacked around the room. The wall has several
of commanding water elementals in return for these terms: gaps in it.
“Save my apprentice, Viltharn, if he yet lives, or destroy him Pentacle. The pentacle is a permanent magic circle that
if his soul has succumbed to Zariel’s corruption.” contains a trapped water elemental.
What Do They Know? Respen (the complex’s former Crates. The crates form a 4-foot-tall barrier that the
commander) is quite knowledgeable about Plagueshield characters can use as cover from the elemental’s watchful
Point. It was originally a giant stalagmite with a hollow gaze (see below). Some are filled with salvage from infernal
center located in the Underdark, but was dragged into war machines and others contain only dust.
Avernus by devils. Respen himself conjured the shield that Gaps. There are several gaps in the wall, past which a
protects the fort from the River Styx—which enabled him creature can run—potentially without being noticed.
to create a bowl of commanding water elementals that he Water Elemental. This elemental is a guard; if it sees a
used to escape. He knows that devils now use Plagueshield creature, it sends a telepathic message to the imp in Area
Point as a prison. S1, who alerts Respen, then turns invisible, and searches
Once inside the keep, the only way into its crystalline for any intruders. Respen can disable the pentacle as an
heart is via a teleportation circle like the one Respen just action from anywhere within the tower, at which point the
used, but it requires one of two keystones to activate. The elemental attacks any intruders.
circle bound to the keep’s heart is near his former quarters
on the upper floor. Both Respen and his former apprentice
Viltharn (who lived in the southeast tower) had keystones.
He presumes that Viltharn still has his, and that the one
Respen had is now in the possession of the keep’s current
commander.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-07 The Diabolical Dive (v1.1)
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S3. Stygian Behemoth Creature Information
If the characters didn’t encounter him earlier, then Respen
Research Lab Shadowswimmer, a drow mage, is studying here. His
The area has the following features: interests and knowledge are described earlier, in Area S1.
Dimensions & Terrain. The tower’s second floor is filled
with tanks of fetid, polluted water from the nearby river. Treasure
Through a bit of luck, Respen met the drow archdruid A bowl of commanding water elementals rests on the
X’ahni’din in Mahadi’s Wandering Emporium, who helped northernmost table (assuming that Respen didn’t give it
him with his experiments by conjuring fish into these tanks. to the adventurers). There are also containers filled with
Eventually, the water drove the beasts mad and mutated exotic ritual reagents here.
them into Stygian behemoths closely resembling chuuls.
The two behemoths are dormant within the tanks, but if S6. Respen’s Quarters
they are awoken, they make enough of a racket that Respen Respen Shadowswimmer sleeps here. He has a simple
investigates. A creature that passes within 10 feet of a tank bed and a nightstand with his journal—written in the same
must succeed on a DC 14 Dexterity (Stealth) check or aggressively illegible hand used in the research notes found
risk awakening the creature within. A behemoth awakens in his lab.
automatically if their tank is touched.

S4. Reading Room Proceeding to Part 2


With the bowl of commanding water elementals in hand,
The area has the following features: the characters can leave Respen’s tower. In order to conjure
Dimensions & Terrain. This antechamber has a couch; the water elemental, the characters must fill the bowl with
possibly the most comfortable looking piece of furniture water from the Styx. This can be incredibly dangerous,
you’ve seen since arriving in Avernus. which should be made clear to the characters, but if they
Map. A 10-foot-square parchment map of Plagueshield are careful, they do so without incident (see the More Than
Point hangs on the eastern wall of the room (Appendix 4). Wet sidebar in Part 2). When they fill the bowl, read or
Circle. This room has a teleportation circle. A creature paraphrase the following boxed text:
who has the linked keystone (which only Respen carries)
that enters the circle is instantly transported the circle in
Area S1. The stinking water in the bowl roils and expands into a
large water elemental made of the same polluted foulness
S5. Laboratory that churns in the river beyond. The creature bulges and
Respen Shadowswimmer conducts most of his research on distorts until it is shaped like an immense bubble—
table-like stone slabs against the walls here.
enough to carry all of you safely within its distended form.
Area Information It has no eyes, but you feel it gazing at you expectantly.
The area has the following features:
Dimensions & Terrain. The walls are covered with
The water elemental’s body seals tightly around the
shelves of mismatched jars and vials filled with the waters
characters, creating a barrier of water before sinking into
of the Styx, as well as reams of scribbled notes—written
the river. After several minutes of descent, the characters
in Undercommon, but in a hand so untidy that even those
can see a massive stalagmite in the hazy water. Each
whom are proficient in the language can make only out a
character should make a DC 10 Wisdom (Perception)
few words here and there. Most of the entries are about the
check. Those that succeed see the outer colonnade (Area
strange properties of elementals that can be summoned
P1) directly ahead of them. Those that succeed by 5 or
using the river’s water.
more see the corner of the fallen battlements (Area P4a)
on the far corner of the stalagmite. If they succeed by 10 or
more, they spot a tiny crack near the base of the stalagmite
as the elemental descends towards an entrance that leads
to the eastern end of the fissure (Area P3c). The characters
can maneuver the elemental in the direction of an entrance
of their choosing.

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DDAL09-07 The Diabolical Dive (v1.1)
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Part 2: Prisoners of Plagueshield Point
Estimated Duration: 2 hours 15 minutes
Plague of Plagueshield
Plagueshield Point Before the characters enter Plagueshield Point, ask the
players if any of their characters earned the Plague of
The characters have made it to the bottom of the River Plagueshield story award from the previous adventure in
Styx with the aid of their water elemental companion. Now, this trilogy (DDAL09-06 Infernal Insurgency). If any of the
they must choose an entrance and infiltrate the heart of characters have, ask them what moniker the devils of Avernus
Plagueshield Point. now use to refer to them.
The devils of Plagueshield Point have heard horrific stories
The former drow fortress has been corrupted by the
of the mighty mortal warriors that attacked the munitions
foulness of the River Styx. It was originally protected
dump, and are both horrified to see that they have turned
from flooding by a sphere of magic, but the enchantment their ire on Plagueshield Point, and thrilled to have the
has begun to fade, and leaking water from the river above chance to destroy them. Since these devils have heard stories
sends putrid waterfalls through the roof. of the characters’ tactics, play them cleverly; they know the
Like most drow fortresses, Plagueshield Point was built classes and traits of the adventurers with this story award.
into a massive stalagmite. The yochlol demon that holds
a record of the Bloody Hooves’ battle plan is trapped in
the hold’s prison—a room with no doors in the very heart
of the stalagmite. The only way into this chamber is a
General Area Information
portal in Respen Shadowswimmer’s former chambers; a Plagueshield Point has the following features:
fact marked on the map which the characters may have Ceilings. Unless otherwise noted, Plagueshield Point’s
obtained from Respen in Part 1 of this adventure. ceilings are 40 feet tall.
Light. The entire structure is pitch black. If the
Story Objective B characters produce their own light, it’s tinged with the
Finding the yochlol (who knows the Bloody Hooves’ plans) deep, sanguine red hues of the Styx.
in Plagueshield Point is Story Objective B. This demon is Sound. Sound in this fortress is muffled by its depth
located in Area P10. beneath the Styx, and drowned out by the crashing noise
of the waterfalls that pour through the cracks in the
magical dome. Sound never travels more than 60 feet
within this location.

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DDAL09-07 The Diabolical Dive (v1.1)
7
Drow Captives. Though some drow from Plagueshield P3. Fissure of Chains
Point escaped with Respen, others remain imprisoned by
the devils who now control the fortress. If the characters A 100-foot-long chasm cuts through the stalagmite,
make of point of rescuing the drow, they earn the Savior of cleaving the fortress’s battlements (Area P4), its courtyard
My Enemy’s Enemy story award. (Area P8), and even the commander’s chambers (Area
Stygian Waterfalls. The barrier holding back the waters P10) on the balcony overlooking the battlements in twain.
of the Styx is slowly degrading, and small leaks have started Area Information
to break through. These waterfalls drain into area P3.
The area has the following features:
Dimensions & Terrain. Several waterfalls crash down
More Than Wet into the fissure and drain into the lake in the middle of this
Don’t fall in! A character that tastes or touches the water is chamber.
affected by a feeblemind spell (save DC 15). This saving throw Infernal Chains. Two of the massive chains that dragged
is repeated each turn as long as the character is contact with Plagueshield Point from the Material Plane into Avernus
the water or until it fails the saving throw. If not removed after rest at the bottom of this fissure, snaking through the
30 days using one of the methods described in the spell, the entire area. Each chain link is a Huge object with AC 19,
effect is permanent and the creature loses all its memories. 250 hit points, a damage threshold of 30, and immunity
Only a wish or divine intervention can restore memories lost to bludgeoning, piercing, and slashing from nonmagical
to the river’s water. Any water removed from the river loses its attacks that aren’t adamantine, poison, or psychic damage.
potency after 24 hours.
Each chain link is 30 feet long, 20 feet wide, 5 feet thick,
and covered in 1-foot-long iron barbs. The chains fill most
of the fissure, making the bottom of the fissure difficult
P1. Outer Colonnade terrain. A creature that falls prone while in this area must
If the characters enter the dungeon from this point, read or succeed on a DC 13 Dexterity saving throw or take 7 (2d6)
paraphrase the following: piercing damage as it is gouged by these spikes.
Rough Walls. The walls of the fissure are rough and
scarred by rivulets of water. They are easy to climb, but a
The water elemental speeds you to the outer colonnade, creature climbing them must make a successful DC 13
and bursts through a shimmering barrier surrounding the Dexterity (Stealth) check or be detected by the creatures in
the courtyard (Area P4b).
fortress’s exterior. Within, it is entirely dry—the magical
field seems to keep the water at bay, including your water P3a. West Fissure
elemental, who crashed and burst upon the barrier,
Some devils like to lounge around in the west side of the
flinging you into the fortress. fissure.
Creature Information
Area Information If the characters fought and defeated the devils in area P2,
The area has the following features: this fissure is empty. Otherwise, A white abishai is perched
Dimensions & Terrain. About two dozen skeletons are upon the infernal chain in this area, bickering with four
scattered across the cracked stones of this chamber— flying spined devils over who would win in a fight: Zariel or
many with weapons of infernal make still lodged between Tiamat.
their ribs. What Do They Want? The spined devils are
Two staircases lead out of this room: to the south is a short unquestioningly loyal to their commander. The abishai is
stair that leads towards a narrow, precarious bridge, and to loyal as well, but wants personal glory more than a job well
the east is a grand staircase that spirals up into darkness. done, and might get sloppy.
What Do They Know? Whatever they know, these devils
P2. Crumbling Hall are far too loyal to reveal, even under pain of death.
This hallway was ruptured when Plagueshield Point was
dragged into Avernus.
Treasure
The white abishai wears a lovingly embroidered shawl
Area Information depicting the glorious image of Tiamat. This sentimental
The area has the following features: piece of art was likely created as an offering by a dragon
Dimensions & Terrain. Only a two-foot-wide bridge of cultist.
stone remains, and the hallway tumbles 50 feet down into
the fissure on either side. Beyond, the passage crumbles Adjusting the Scene
completely away, and a staircase of rubble leads into a vast
Here are some suggestions for adjusting this scene:
fissure within the foundations of the fortress. Very Weak: Remove three spined devils.
Creature Information Weak: Remove two spined devils.
Strong: Add a spined devil.
If the characters make a successful DC 12 Dexterity
Very Strong: Add a white abishai and a spined devil.
(Stealth) group check, they cross the bridge without being
noticed. Otherwise, the devils from Area P3a attack when
the characters reach the staircase at the south end of the
hall. Characters with a passive Wisdom (Perception) score
of 17 or higher aren’t surprised when the devils attack!

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DDAL09-07 The Diabolical Dive (v1.1)
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P3b. East Fissure Creature Information
A single drow is huddled against the chain. Her name is
This side of the fissure is dominated by a slowly growing
Eskellika Freth; she managed to escape from the chain
lake of Stygian water, which will eventually flood all of
gang last night, but now has no further plan of escape. She
Plagueshield, despite the magic sphere.
has four levels of exhaustion and is practically delirious.
Rough Walls. The walls in this area are craggy and can
What Do They Want? If the characters try to help her,
easily be climbed to reach Area P7.
she lashes out instinctively and hisses, “Prove yourself! The
Creature Information devil of chains in the south tower. Kill him. Then kill the
Four water weirds lurk in the lake, and ambush intruders. devil of bones. Kill them forever. Kill them all.”
Any creature that touches a weird with its bare skin or that What Do They Know? Eskellika knows that the only way
takes damage from a weird’s melee weapon attack must into the prison is by means of a keystone—one held only by
make a DC 15 Intelligence saving throw. On a failure, the the bone devil commander and his keeper of keys. They’re
creature loses all its memories for a split second—then they in areas P9 and P5, respectively.
all instantly rush back, overwhelming the creature’s mind.
It is stunned until the end of its next turn.
What Do They Want? The weirds just want to be left
alone, so they attack any intruders.
What Do They Know? These weirds are eccentric,
thanks to their Stygian nature, and can’t communicate
effectively with mortals.
Treasure
At the core of each of the water weirds is an un-melting
piece of Stygian ice—something that Respen would no
doubt pay well for.

Adjusting the Scene


Here are some suggestions for adjusting this scene:
Very Weak: Remove two water weirds.
Weak: Remove a water weird.
Strong: Replace the water weirds with water elementals.
Very Strong: Add two water elementals with the same special
properties as the water weirds.

P3c. Fissure Entrance


If the characters enter the dungeon from this point, read or
paraphrase the following:

The water elemental speeds you towards the tiny crevasse


in the wall of the stalagmite, and bursts through a
shimmering barrier surrounding the fortress’s exterior.
Within, it is entirely dry—the magical field seems to
keep the water at bay, including your water elemental,
who crashed and burst upon the barrier, flinging you into
the ravine.

Area Information
The area has the following features:
Dimensions & Terrain. This part of the fissure is so
filled with obstructive debris that the characters must
clamber over it one-by-one.

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DDAL09-07 The Diabolical Dive (v1.1)
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P4. Plagueshield Yard P4b. Courtyard of Suffering
This area is split into two parts by the ravine that runs A sadistic barbed devil known as Taskmaster Zin’katarz
through it: a courtyard in the north and the battlements in drives a chain gang of ten drow prisoners (noncombatants)
the south. around the gleaming, quartz-white exterior of the Geode
of Imprisonment in endless, senseless circles until they
Area Information collapse from exhaustion.
The area has the following features:
Dimensions & Terrain. The southern half of this Area Information
fortress is wide open, and creatures in Areas 4a and 4b The area has the following features:
can easily see one another. Dimensions & Terrain. This courtyard was once a
Geode of Imprisonment. In the center of the courtyard beauteous green place, but is now cracked and dying.
is a 60-foot-tall geode of gleaming black quartz, with
lacy veins of white stone running through its surface like Creature Information
spiderwebs. Each of its facets are perfectly carved, and its In addition to the barbed devil Zin’katarz, four spined
surface seems to shine, even in the darkness. devils also perch atop the balcony of the commander’s
Sounds. The cracking of a whip and the groaning of chambers (Area P10) overlooking the battlements. They
slaves can be heard from the courtyard. follow Zin’katarz’s orders without question.
What Do They Want? Zin’katarz has no actual labor
P4a. Fallen Battlements for his prisoners to perform, so it instead tortures them
for its own sick amusement. If Zin’katarz is reduced to
If the characters enter the dungeon from this point, read or one-quarter of its maximum hit points, it flees through the
paraphrase the following: secret door to the split hall (Area P6).
Treasure
The water elemental speeds you towards the keep’s Zin’katarz wears a golden amulet around its neck depicting
battlements, and bursts through a shimmering barrier a magnificent and detailed cameo of Zariel in profile.
surrounding the fortress’s exterior. Within, it is entirely
dry—the magical field seems to keep the water at bay, Siphon Shackles
including your water elemental, who crashed and burst All the drow slaves in Plagueshield Point are bound with
upon the barrier, flinging you onto the battlements. A siphon shackles, horrific devices of Respen’s own devising
that were appropriated by his apprentice upon Plagueshield’s
group of six drow, their legs chained despite the weapons descent. Whenever the commander of Plagueshield Point—in
they carry, look upon you in shock and terror. this case, the bone devil Ljubomir—makes a specific arcane
gesture as an action, any creature of its choice that wears a
siphon shackle (or all creatures wearing a shackle within 1000
Area Information feet) is instantly killed, and their killer regains 1d8 hit points.
The area has the following features: The shackles used in Plagueshield Point have been altered so
that only devils can activate them.
Dimensions & Terrain. The crumbling battlements
overlook an 80-foot drop into the fissure below.
Shimmering Barrier. The battlements are pressed
up against the shimmering magical dome that keeps Secret Door
the waters of the Styx at bay. Creatures that aren’t water A door that rotates around a central rod is hidden in the
elementals can pass through this barrier as if it were wall separating the courtyard and the split hall (Area P6).
air—thus plunging them into the waters of the Styx (see Any Small or larger creature that pushes or leans against
General Area Information, above). that 5-foot section of wall can open the door.

Creature Information P5. Demonologist’s Tower


A group of six drow slaves stand guard atop the This tower was once occupied by the resident
battlements. Their infernal masters allow them to keep demonologist of Plagueshield Point, and is festooned with
the weapons they had while defending the keep, since remnants of his research.
devils are immune to their poisoned bolts. Their ankles are
shackled together, reducing their speed to 10 feet. Area Information
These drow are malnourished (they each have 3 levels The area has the following features:
of exhaustion). If any one of them spots the characters, Dimensions & Terrain. The floor is covered with sigils
they run (such as they can) towards the demonologist’s and runes of summoning drawn in smudged chalk.
tower (Area P5) and report the intrusion. If Taskmaster Doors. Two heavy iron doors bar entrance to this room.
Zin’katarz (Area P4b) spots the characters, it roars a A creature must make a successful DC 10 Strength check
command for all slaves to attack the intruders, and they to open the door, which makes a horrific screeching noise,
feebly follow orders. The drow fight to the death while their alerting all creatures within to their entrance.
devil masters are present; they face a fate worse than death Smell. The entire room reeks of sulfur. The scent is so
if they disobey. However, they surrender as soon as the strong that any creature that enters the room for the first
characters prove that they are stronger than the devils. time on its turn or starts its turn within it must succeed on
a DC 13 Constitution saving throw or become poisoned
until the end of its next turn.

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DDAL09-07 The Diabolical Dive (v1.1)
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Creature Information P6. Split Hall
A chain devil named Viltharn Teken’duis lurks in a
This hall connects the north and south ends of
hammock made of chains at the top of this 50-foot-tall
Plagueshield Point.
tower. Viltharn has the appearance of a heavily-scarred,
purple-skinned male drow wrapped in chains like a Area Information
mummy wrapped in bandages. The area has the following features:
Four imp servants flit about, tending to his needs and Dimensions & Terrain. The seismic activity that carved
relaying messages between Viltharn, Zin’katarz (Area the fissure through the courtyard also took its toll on the
P4b), and Ljubomir (Area P10). When the characters hallway. The 10-foot-wide gap is fairly easy for adventurers
enter, Viltharn uses his Animate Chains action to animate to leap over if they aren’t pressured, but may pose a
four chains from his roost. Any characters grappled by challenge if they’re fleeing from something.
the chains are reeled up to the top of the tower. Instead Rough Walls. The walls are jagged and covered with
of making an attack, Viltharn can release a grappled easy handholds, allowing creatures to climb between this
character, dropping them to the floor 50 feet below. area and the fissure (Area P3b).
Viltharn is the keeper of keys; he has one of the two Secret Door. A door that rotates around a central rod is
keystones that can open the teleportation sigil in the Hall of hidden in the wall separating this hall and the courtyard
Supplication (Area P8). (Area P4b). Any Small or larger creature that pushes or
leans against that 5-foot section of wall can open the door.
Adjusting the Scene
Here are some suggestions for adjusting this scene: P7. Mural Antechamber
Very Weak: Viltharn can only animate two additional chains A grand mural depicting the history of Plagueshield
with his Animate Chains feature. Point has been painted upon seven 10-foot-tall stone tiles
Weak: Viltharn can only animate three chains. inserted into grooves along the northeastern wall of this
Strong: Add two barbed devils. antechamber. These tiles are out of order, and placing them
Very Strong: Add two barbed devils and allow Viltharn to
in the right order opens up a secret area. Characters that
animate up to six chains.
solve this puzzle can complete Bonus Objective A (see
Appendix 1).
Other than the mural, the chamber contains a grand
Viltharn’s Eternal Punishment staircase that leads to the upper level.
If the characters have saved any of the drow prisoners,
mention the name of Respen Shadowswimmer, or mention
the last scene in the mural (Area P7) to Viltharn, a character
P8. Hall of Supplication
can attempt a DC 16 Charisma (Persuasion) check. If A grand mural depicting Lolth is painted on the south wall
successful, Viltharn is wracked by guilt and struggles to defy of this hall—or at least, it was before it was broken.
his fiendish nature as he describes his tragedy. Area Information
When Plagueshield Point was still in the Underdark,
The area has the following features:
Respen Shadowswimmer enlisted a drow demonologist
Mural of Lolth. A gorgeous mural of Lolth used to adorn
named Viltharn Teken’duis to research Abyssal power to
the southern wall, with a secret door to the commander’s
defend the keep, and to read the portents of Lolth since no
chambers (Area P9), but the devils that took command of
priestesses were stationed in his fortress.
the fortress smashed the wall wide open!
However, when demons invaded the Underdark, Viltharn
Teleportation Sigil. A creature that holds a prison
was at a loss; his skills were useless to turn the tide of the
keystone can open up a portal which leads straight
invaders. Respen pressured him into using his knowledge
down into the Geode of Imprisonment (Area P10). Two
to summon devils to stop the demons, but his Infernal
keystones exist in Plagueshield Point; one is held by
script was sloppy—and his ritual damned the entire
the keeper of keys, the chain devil Viltharn (Area P5).
fortress, rather than saving it.
The other is kept by Commander Ljubomir. When the
Plagueshield’s new commander, Ljubomir, is the bone
characters step into the teleportation sigil, read the boxed
devil that Viltharn summoned to aid them. Ljubomir finds
text in Area P10.
this entire situation hilarious, and killed Viltharn himself—
but allowed him to retain his name and personality after his Creature Information
soul was transformed into a chain devil. Viltharn regrets Two barbed devils and two imps lurk in the alcoves of this
his actions, but he is bound by his newly lawful nature room; one pair in the east, and one in the west. The imps
to serve Zariel and all her servants, including Ljubomir, serve their superiors by being a nuisance; they use the Help
without question. action to grant the barbed devils advantage on attacks.
What Do They Want? The barbed devils are Ljubomir’s
Treasure personal bodyguards, and place their master’s protection
Tossed carelessly in the corner of the room is a twine-
over their own lives. The imps are pipsqueaks that flee
bound package of sentimental and apologetic letters that
once the barbed devils die.
Viltharn wrote to Respen in the days before he was killed
What Do They Know? These devils know how the
and reborn as a devil. Viltharn hates these letters, yet can’t
teleportation sigil in this room works.
bear to destroy them. Respen would surely be happy to see
them returned.

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DDAL09-07 The Diabolical Dive (v1.1)
11
P9. Commander’s Chambers If the characters stand between Ljubomir and the
teleportation sigil in Area P8, it leaps off the balcony,
Area Information unfurls its insectoid wings, and shrieks that intruders have
entered the fortress—alerting all devils and drow in Areas
The commander’s chambers were once the lavish solar of
3, 4, and 5. It then flies down into the fissure (Area P3),
Respen Shadowswimmer.
and secretly makes its way back around to Area P8, where
Dimensions & Terrain. The chamber is split in two by
it activates the teleportation sigil with its keystone.
the upper cracks of the fissure.
Decoration. This once-regal chamber is now barren. All
of its fineries have been destroyed (as they were Lolthite Adjusting the Scene
idols) or shipped off to Zariel’s palace as tribute. Here are some suggestions for adjusting this scene:
Strong and Very Strong: Ljubomir drinks a potion of invisibility
Creature Information as soon as he notices the characters.
Ljubomir, the bone devil commander of this fortress,
lounges here, soaking in the delightful moans and wails of
the tortured drow. It also enjoys taunting the imprisoned Treasure
yochlol in the prison below. Among a pouch full of slender, finger-sized ingots of gold
What Do They Want? Ljubomir demands utter devotion and platinum, Ljubomir has a potion of invisibility—though
from its subordinates, just as it shows perfect compliance it may use it if the characters aren’t careful.
to the will of Zariel. Plagueshield Point is Ljubomir’s
greatest pride; it forged the pact with Viltharn that led to
Plagueshield’s downfall, and it now rules over the prison.
P10. Geode of Imprisonment
What Do They Know? Ljubomir knows everything about The heart of Plagueshield Point is shielded from
Plagueshield Point that is described in the General Area divination magic, thanks to infernal sigils carved into the
Information section, above. quartz surrounding it. The only entrance to the geode of
Alerting Commander Ljubomir. If the characters imprisonment is a teleportation sigil carved into the floor
cause any significant noise (such as by fighting) in the of the Hall of Supplication (Area P8), which can only be
Plagueshield yard (Area P4) or in the Hall of Supplication activated with a keystone. Viltharn, keeper of the keys,
(Area P8), the bone devil hisses in surprise and retreats holds the original keystone (see Area P5), and Commander
to the Geode of Imprisonment (Area P10) to protect its Ljubomir holds the only copy.
prisoner. When the characters enter the geode, read or paraphrase
the following:

The teleportation sigil flares with light beneath your feet,


and you feel as if the floor was pulled out from beneath
you. You fall for what feels like hundreds of feet, and
then, just as suddenly, you feel solid ground beneath your
feet. The vertigo subsides, and you find yourself inside
a brilliantly white geode, which has been polished to a
mirror shine.

Area Information
The area has the following features:
Dimensions & Terrain. The room is shaped like a four-
pointed star, and inlaid in the floor is a massive icon of
Lolth that stretches from the north end of the chamber to
the south.
Creature Information
In the middle of this unholy decoration stands a female
drow in an immaculate gown. She stares glassily at you.
Acting with Her Eyes. A character that makes a
successful DC 20 Wisdom (Insight or Perception) check
notices that the drow’s body is perfectly rigid—except her
eyes. Her eyes move ever so slightly to examine each of
the characters in turn, and then glance to the west and the
east, into alcoves that the characters can’t see from their
current position.
What Do They Want? There’s no time to talk with
this drow yet! The final battle is about to begin. See
Apocryphaz the Yochlol, below, for more information on
this character.

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DDAL09-07 The Diabolical Dive (v1.1)
12
Final Showdown Infernal Prison. The holy symbol of Lolth inscribed upon
There are good odds that the final showdown of this the floor has been desecrated with glowing Infernal text;
adventure will take place here. There are two things to be this is eminently apparent to anyone who examines the
aware of: floor around the yochlol. It reads, in Infernal, “What fun we
Hidden Guards. Two bearded devils stand watch over have at the Spider Queen’s expense! Let her symbol be a
the prisoner. They hide in the east and west points of the prison for eternity!”
room, so that they can ambush intruders that use the Apocryphaz is paralyzed while she stands in the center of
teleportation sigil. the holy symbol of Lolth. Smashing the runes, pushing her
Final Showdown. If the characters failed to defeat him out of the glyphic circle, or casting dispel magic (the effect
earlier, Commander Ljubomir makes its final stand here, is equivalent to a 5th-level spell) frees her. If there are still
and hides in an alcove with its guards to ambush the any devils in the room, she helps destroy them—but enters
characters. It doesn’t know why they want to free a yochlol, her Mist Form and waits out the battle at the top of the
but it isn’t about to let its reputation be sullied by a bunch of chamber if she is reduced to half her maximum hit points.
upstart mortals. Ljubomir is a bone devil and fights to the Imparting Her Memories. In order to impart her
death. If the characters fight it here, it possesses a hooked memories of the Bloody Hooves’ battle plan, that is, the
polearm (a variant described in the Monster Manual). very information the characters came all this way to find,
Wait, Spare Me! Once Ljubomir is reduced to half its Apocryphaz must establish a telepathic link with one of
hit point maximum, it drops its polearm and pats a leather the characters. The only way she can do that is by casting
pouch on its hip. It says, “Wait! Spare me! Let me live and dominate person on a character—and for that character to
I shall give you intelligence! I possess the battle plans of willingly fail their saving throw.
fellow soldiers elsewhere in Avernus! I beg of you.” Apocryphaz is a being of chaos and evil, but she has
A character that succeeds on a DC 17 Wisdom (Insight) no ulterior motives here. If sharing this information will
check realizes that the bone devil is likely being honest give the Spider Queen any advantage in the Blood War,
about possessing these battle plans. If they agree, it pulls she is happy to ally herself with these mortals—however
a scroll from the pouch and tosses it to the characters. temporarily. She keeps the character dominated until they
While the two parties are supposedly out of combat, it leave this area, just in case the rest of the adventurers turn
uses its action to perform an arcane gesture with its claws. on her before she can escape.
This gesture activates the siphon shackles on the drow’s Saving the Drow Slaves. Apocryphaz isn’t a kind or
ankles, causing all of the drow slaves within the fortress to generous being, but she believes that the drow slaves—if
instantly die. Ljubomir regains 60 hit points, picks up its the characters saved them—can be made into fervent
polearm, and rejoins combat, ready to fight to the death. warriors of Lolth. She urges the characters not to worry
If the characters refuse to take the plans, he snarls, picks about them; she will bring them aid once the characters
up his polearm, and attacks. In this situation, the infernal have departed. By leaving the rescue to Apocryphaz, the
troop movements Ljubomir had on its person are destroyed characters earn Story Award B.
along with its body and all its other possessions. Bloody Hooves’ Battle Plan
If the characters take the additional infernal war
The character dominated by Apocryphaz receives the
plans, they can claim Story Award A: Thief of Infernal
following vision through their telepathic link:
Knowledge at the end of this adventure. If they instead free
Apocryphaz to save the drow slaves (see Saving the Drow
Slaves in the next section), they earn Story Award B: Your vision swims. You hear distant voices, and see
Savior of My Enemy’s Enemy at the end of this adventure. moving shapes as if watching through dense fog. “My
soldiers,” says a female voice, dressed in what you can only
Adjusting the Scene assume is shining steel armor. “We may be cut off from
Here are some suggestions for adjusting this scene: our forces, we may be behind enemy lines, and we may
Very Weak: Remove the two bearded devils.
Weak: Remove a bearded devil. not have reinforcements in the wings, but we must not
Strong: Replace the bearded devils with barbed devils. despair. We cannot despair! We still have hope, and a plan.
Very Strong: Replace the bearded devils with chain devils. The Canyon of Screams, a wretched scar on this wretched
landscape, could allow us to circle behind the devils’ lines
Apocryphaz the Yochlol and break through.
The drow in the center of this room is not a drow at all, but “My soldiers, my companions, my friends. Hope is not
Apocryphaz, a yochlol spy sent hundreds of years ago by lost. Ready your weapons and ready your steeds. We ride
Lolth to spy upon the Blood War in Avernus. As described for the Canyon of Screams on my mark.”
in the Background section of the Adventure Primer, she
spied upon the Bloody Hooves’ battle plans all those years
ago, and has recorded them perfectly to her vise-like
memory. (Since she remains in drow form at most times,
she refers to herself with female pronouns.)

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DDAL09-07 The Diabolical Dive (v1.1)
13
Wrap-Up: Escaping Rewards
Plagueshield Point The characters receive rewards based upon their
accomplishments. Aside from advancement, these rewards
Once the characters obtain the battle plans, they need to are earned during the session.
get out. The bowl of commanding water elementals only
functions once every 24 hours (since there’s no dawn in Character Rewards
Avernus), so they need to find a place to wait out the hours.
The characters earn the following rewards:
If the characters defeated both keystone holders—
Ljubomir and Viltharn—then the Geode of Imprisonment Advancement
is a perfectly safe place to wait. If Viltharn is still alive, he Upon completing this adventure, each character gains
gathers all surviving drow slaves and enters the geode with a level. At their discretion, they may choose to decline
intent to kill the interlopers. advancement. Remind those that express an interest in this
If the characters discovered Respen’s hall of secrets that they have a limit to how much gold they can earn per
(Area P7a), they could retreat to that hidden area, as well. level; declining advancement means that they may reach a
None of the devils in Plagueshield Point know of it, making point where they earn no gold.
it a perfect place to hide.
Once the bowl has refreshed, all the characters have to Gold
do is return to one of the entrances (Areas 1, 3c, or 4a) Award each character gold for each hour of the session.
and use the bowl. The water elemental is made of Stygian Adventures typically features cues for this, but you can add
water, and thus can’t pierce Respen’s barrier. However, it it where you see fit. The maximum gold that you can award
can form its bubble directly against the barrier, allowing the a character per hour is determined by their tier, as follows:
characters to step directly into it from the dry safety of the
fortress. (If the characters received the bowl by making a Tier Hourly GP Award GP Limit per Level
deal with Respen, he imparted this information to them.) 1 20 gp 80 gp
If you want to up the tension, you can force the characters 2 30 gp 240 gp
to hurry by having a battalion of 20 bearded devils, led by
a barbed devil called Lieutenant Abraxoth, return from 3 200 gp 1,600 gp
the munitions dump the characters attacked last game. 4 750 gp 6,000 gp
Abraxoth rightly suspects that the attack on the munitions
dump may have just been a gambit to draw them away from
Plagueshield. This isn’t meant to be a climactic encounter,
Magic Item(s)
If found during the adventure, the characters can keep
but rather a capstone to the characters’ adventure that gets
the following magic items; these items are described in
them out of Plagueshield Point.
Appendix 8.
Optional Encounter: Dalgro • Bowl of commanding water elementals
• Potion of invisibility
Strikes Back • Soul coin
If the characters have escaped Plagueshield Point with at
least an hour to spare in your play session, you can present Story Awards
them with this optional encounter. Defeating Dalgro A character can earn the following story awards; these
Carrionclaw completes Bonus Objective B. story awards are described in Appendix 9.
• Thief of Infernal Knowledge.
• Savior of My Enemy’s Enemy.

Dungeon Master Rewards


For running this adventure, you gain a DM Reward. This
reward can be redeemed for levels, magic items, and other
season-themed things. See the Adventurers League DM
Rewards document for more info.

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DDAL09-07 The Diabolical Dive (v1.1)
14
Dramatis Personae
The following NPCs feature prominently in this adventure.
Respen Shadowswimmer. The former commandant
of Plagueshield Point is the sort of drow to never look
back—lest his past failures drown him in despair self-
loathing. Respen has thrown himself entirely into his water
elemental research to forget about the disaster that caused
him and countless other drow to be stranded in Avernus.
He acts aloof, but he is constantly on the verge of an
emotional breakdown.
• What He Wants. Respen wants closure on the tragic
tale of Plagueshield Point, but he is too emotionally raw
to do anything about it. He values people who don’t give
up or get distracted, and wishes he could live up to this
ideal. His guilt and sentimentality are easy to prey upon.
• A Lost Companion. Respen feels guilty about
abandoning his former apprentice, Viltharn, and about
all the people he lost in the fall of Plagueshield Point.
Viltharn Teken’duis. Viltharn is Respen’s former
apprentice, a drow that accidentally consigned
Plagueshield to its watery fate. Now a chain devil, Viltharn
remembers all the suffering he accidentally caused, but his
devilish nature prevents him from feeling grief—instead, he
is elated by the horrible deeds he’s committed!
• What He Wants. Viltharn is single-mindedly dedicated
to making life miserable for the drow of Plagueshield.
Viltharn also has fond memories of his old master,
Respen. He would love to claim the old fool’s soul and
make him a devil, too.
• Deep-Seated Sorrow. Somewhere deep in Viltharn’s
devilish heart is a sliver of regret. Dredging it up may
give him pause—but only for a moment.
Commander Ljubomir. The sadistic bone devil in
command of Plagueshield Point. Ljubomir is a coward who
tries to appear strong through unflinching loyalty to Zariel.
• What It Wants. Ljubomir demands utter devotion from
its subordinates, just as it shows perfect compliance
to the will of Zariel. Plagueshield Point is Ljubomir’s
greatest pride; it forged the pact with Viltharn that led
to Plagueshield’s downfall, and it now rules over the
prison. The fortress prison’s success or failure reflects
entirely upon Ljubomir, and it hopes to prove that it is
worthy of a promotion.
• Prideful to a Fault. The devil’s pride and arrogance in
its own superiority blinds him to his weaknesses, and he
often makes tactically foolish moves because of it.

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DDAL09-07 The Diabolical Dive (v1.1)
15
Creature Statistics Barbed Devil
Medium fiend (devil), lawful evil
The following creatures are encountered in this adventure.
Armor Class 15 (natural armor)
Babau Hit Points 110 (13d8 + 52)
Medium fiend (demon), chaotic evil Speed 30 ft.

Armor Class 16 (Natural Armor) STR DEX CON INT WIS CHA
Hit Points 82 (11d8 + 33) 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
Speed 40 ft.
Saving Throws Str +6, Con +7, Wis +5, Cha +5
STR DEX CON INT WIS CHA Skills Deception +5, Insight +5, Perception +8
19 (+4) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 13 (+1) Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t silvered
Skills Perception +5, Stealth +5 Damage Immunities fire, poison
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Condition Immunities poisoned
and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 18
Damage Immunities poison Languages Infernal, telepathy 120 ft.
Condition Immunities poisoned Challenge 5 (1,800 XP)
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal
Barbed Hide. At the start of each of its turns, the barbed devil
Challenge 4 (1,100 XP)
deals 5 (1d10) piercing damage to any creature grappling it.
Devil’s Sight. Magical darkness doesn’t impede the devil’s
Innate Spellcasting. The babau’s innate spellcasting ability is
darkvision.
Wisdom (spell save DC 11). The babau can innately cast the
following spells, requiring no material components: Magic Resistance. The devil has advantage on saving throws
against spells and other magical effects.
At will: darkness, dispel magic, fear, heat metal, levitate

Actions Actions
Multiattack. The devil makes three melee attacks: one with its tail
Multiattack. The babau makes two melee attacks. It can also use
and two with its claws. Alternatively, it can use Hurl Flame twice.
Weakening Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage.
8 (1d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
10 (2d6 + 3) piercing damage.
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
(1d8 + 4) piercing damage when used with two hands to make a Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one
melee attack. target. Hit: 10 (3d6) fire damage. If the target is a flammable
object that isn’t being worn or carried, it also catches fire.
Weakening Gaze. The babau targets one creature that it can see
within 20 feet of it. The target must make a DC 13 Constitution
saving throw. On a failed save, the target deals only half damage
with weapon attacks that use Strength for 1 minute. The target
can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-07 The Diabolical Dive (v1.1)
16
Bearded Devil Bone Devil (Polearm Variant)
Medium fiend (devil), lawful evil Large fiend (devil), lawful evil

Armor Class 13 (natural armor) Armor Class 19 (natural armor)


Hit Points 52 (8d8 + 16) Hit Points 142 (15d10 + 60)
Speed 30 ft. Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0) 18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Str +5, Con +4, Wis +2 Saving Throws Int +5, Wis +6, Cha +7
Damage Resistances cold; bludgeoning, piercing, and slashing Skills Deception +7, Insight +6
from nonmagical weapons that aren’t silvered Damage Resistances cold; bludgeoning, piercing, and slashing
Damage Immunities fire, poison from nonmagical attacks that aren't silvered
Condition Immunities poisoned Damage Immunities fire, poison
Senses darkvision 120 ft., passive Perception 10 Condition Immunities poisoned
Languages Infernal, telepathy 120 ft. Senses darkvision 120 ft., passive Perception 12
Challenge 3 (700 XP) Languages Infernal, telepathy 120 ft.
Challenge 9 (5,000 XP)
Devil’s Sight. Magical darkness doesn’t impede the devil’s
darkvision. Devil's Sight. Magical darkness doesn't impede the devil's
darkvision.
Magic Resistance. The devil has advantage on saving throws
against spells and other magical effects. Magic Resistance. The devil has advantage on saving throws
against spells and other magical effects.
Steadfast. The devil can’t be frightened while it can see an allied
creature within 30 feet of it. Actions
Actions Multiattack. The devil makes two attacks: one with its hooked
polearm and one with its sting.
Multiattack. The devil makes two attacks: one with its beard and
one with its glaive. Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Huge or smaller creature, it is grappled (escape DC 14). Until this
Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on
grapple ends, the devil can’t use its polearm on another target.
a DC 12 Constitution saving throw or be poisoned for 1 minute.
While poisoned in this way, the target can’t regain hit points. The Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
target can repeat the saving throw at the end of each of its turns, 8 (1d8 + 4) slashing damage.
ending the effect on itself on a success. Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage,
Hit: 8 (1d10 + 3) slashing damage. If the target is a creature and the target must succeed on a DC 14 Constitution saving
other than an undead or a construct, it must succeed on a DC throw or become poisoned for 1 minute. The target can repeat the
12 Constitution saving throw or lose 5 (1d10) hit points at the saving throw at the end of each of its turns, ending the effect on
start of each of its turns due to an infernal wound. Each time itself on a success.
the devil hits the wounded target with this attack, the damage
dealt by the wound increases by 5 (1d10). Any creature can take
an action to stanch the wound with a successful DC 12 Wisdom
(Medicine) check. The wound also closes if the target receives
magical healing.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-07 The Diabolical Dive (v1.1)
17
Chain Devil Chuul
Medium fiend (devil), lawful evil Large aberration, chaotic evil

Armor Class 16 (natural armor) Armor Class 16 (natural armor)


Hit Points 85 (10d8 + 40) Hit Points 93 (11d10 + 33)
Speed 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) 19 (+4) 10 (+0) 16 (+3) 5 (−3) 11 (+0) 5 (−3)

Saving Throws Con +7, Wis +4, Cha +5 Skills Perception +4


Damage Resistances cold; bludgeoning, piercing, and slashing Damage Immunities poison
from nonmagical attacks that aren’t silvered Condition Immunities poisoned
Damage Immunities fire, poison Senses darkvision 60 ft., passive Perception 14
Condition Immunities poisoned Languages understands Deep Speech but can't speak
Senses darkvision 120 ft., passive Perception 11 Challenge 4 (1,100 XP)
Languages Infernal, telepathy 120 ft.
Challenge 8 (3,900 XP)
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will.
Devil’s Sight. Magical darkness doesn’t impede the devil’s
This trait otherwise works like the detect magic spell but isn't
darkvision.
itself magical.
Magic Resistance. The devil has advantage on saving throws
against spells and other magical effects. Actions
Multiattack. The chuul makes two pincer attacks. If the chuul is
Actions grappling a creature, the chuul can also use its tentacles once.
Multiattack. The devil makes two attacks with its chains.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled
Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape (escape DC 14) if it is a Large or smaller creature and the chuul
DC 14) if the devil isn’t already grappling a creature. Until this doesn't have two other creatures grappled.
grapple ends, the target is restrained and takes 7 (2d6) piercing
Tentacles. One creature grappled by the chuul must succeed on
damage at the start of each of its turns.
a DC 13 Constitution saving throw or be poisoned for 1 minute.
Animate Chains (Recharges after a Short or Long Rest). Up to four Until this poison ends, the target is paralyzed. The target can
chains the devil can see within 60 feet of it magically sprout razor- repeat the saving throw at the end of each of its turns, ending the
edged barbs and animate under the devil’s control, provided that effect on itself on a success.
the chains aren’t being worn or carried.
Each animated chain is an object with AC 20, 20 hit points,
resistance to piercing damage, and immunity to psychic and
thunder damage. When the devil uses Multiattack on its turn,
it can use each animated chain to make one additional chain
attack. An animated chain can grapple one creature of its own but
can’t make attacks while grappling. An animated chain reverts
to its inanimate state if reduced to 0 hit points or if the devil is
incapacitated or dies.

Reactions
Unnerving Mask. When a creature the devil can see starts its
turn within 30 feet of the devil, the devil can create the illusion
that it looks like one of the creature’s departed loved ones or
bitter enemies. If the creature can see the devil, it must succeed
on a DC 14 Wisdom saving throw or be frightened until the end
of its turn.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-07 The Diabolical Dive (v1.1)
18
Drow Drow Mage
Medium humanoid (elf ), neutral evil Medium humanoid (elf ), neutral evil

Armor Class 15 (chain shirt) Armor Class 12 (15 with mage armor)
Hit Points 13 (3d8) Hit Points 45 (10d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 9 (−1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)

Skills Perception +2, Stealth +4 Skills Arcana +6, Deception +5, Perception +4, Stealth +5
Senses darkvision 120 ft., passive Perception 12 Senses darkvision 120 ft., passive Perception 14
Languages Elvish, Undercommon Languages Elvish, Undercommon
Challenge 1/4 (50 XP) Challenge 7 (2,900 XP)

Fey Ancestry. The drow has advantage on saving throws against Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep. being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma Innate Spellcasting. The drow’s innate spellcasting ability is
(spell save DC 11). It can innately cast the following spells, Charisma (spell save DC 12). It can innately cast the following
requiring no material components: spells, requiring no material components:
At will: dancing lights At will: dancing lights
1/day each: darkness, faerie fire 1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has disadvantage Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting
on attack rolls, as well as on Wisdom (Perception) checks that ability is Intelligence (spell save DC 14, +6 to hit with spell
rely on sight. attacks). The drow has the following wizard spells prepared:

Actions Cantrips (at will): mage hand, minor illusion, poison spray,
ray of frost
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 1st level (4 slots): mage armor, magic missile, shield, witch bolt
target. Hit: 5 (1d6 + 2) piercing damage. 2nd level (3 slots): alter self, misty step, web
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 3rd level (3 slots): fly, lightning bolt
ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target 4th level (3 slots): Evard’s black tentacles, greater invisibility
must succeed on a DC 13 Constitution saving throw or be 5th level (2 slots): cloudkill
poisoned for 1 hour. If the saving throw fails by 5 or more, the Sunlight Sensitivity. While in sunlight, the drow has disadvantage
target is also unconscious while poisoned in this way. The target on attack rolls, as well as on Wisdom (Perception) checks that
wakes up if it takes damage or if another creature takes an action rely on sight.
to shake it awake.
Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning
damage if used with two hands, plus 3 (1d6) poison damage.
Summon Demon (1/Day). The drow magically summons a
quasit, or attempts to summon a shadow demon with a 50
percent chance of success. The summoned demon appears in an
unoccupied space within 60 feet of its summoner, acts as an ally
of its summoner, and can’t summon other demons. It remains for
10 minutes, until it or its summoner dies, or until its summoner
dismisses it as an action.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-07 The Diabolical Dive (v1.1)
19
Helmed Horror Imp
Medium construct, neutral Tiny fiend (devil, shapechanger), lawful evil

Armor Class 20 (plate, shield) Armor Class 13


Hit Points 60 (8d8 + 24) Hit Points 10 (3d4 + 3)
Speed 30 ft., fly 30 ft. Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Perception +4 Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances cold; bludgeoning, piercing, and slashing
nonmagical weapons that aren’t adamantine from nonmagical attacks not made with silvered weapons
Damage Immunities force, necrotic, poison Damage Immunities fire, poison
Condition Immunities blinded, charmed, deafened, frightened, Condition Immunities poisoned
paralyzed, petrified, poisoned, stunned Senses darkvision 120 ft., passive Perception 11
Senses blindsight 60 ft. (blind beyond this radius), Languages Infernal, Common
passive Perception 14 Challenge 1 (200 XP)
Languages understands the languages of its creator but can’t
speak
Challenge 4 (1,100 XP) Shapechanger. The imp can use its action to polymorph into a
beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly
60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form.
Magic Resistance. The helmed horror has advantage on saving Its statistics are the same in each form, except for the speed
throws against spells and other magical effects. changes noted. Any equipment it is wearing or carrying isn’t
Spell Immunity. The helmed horror is immune to three spells transformed. It reverts to its true form if it dies.
chosen by its creator. Typical immunities include fireball, heat Devil’s Sight. Magical darkness doesn’t impede the imp’s
metal, and lightning bolt. darkvision.
Actions Magic Resistance. The imp has advantage on saving throws
against spells and other magical effects.
Multiattack. The helmed horror makes two longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Actions
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach
damage if used with two hands. 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target
must make a DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage on a
successful one.
Invisibility. The imp magically turns invisible until it attacks or
until its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible with it.

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DDAL09-07 The Diabolical Dive (v1.1)
20
Rutterkin Spined Devil
Medium fiend (demon), chaotic evil Small fiend (devil), lawful evil

Armor Class 12 Armor Class 13 (natural armor)


Hit Points 37 (5d8 + 15) Hit Points 22 (5d6 + 5)
Speed 20 ft. Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 17 (+3) 5 (−3) 12 (+1) 6 (−2) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (−1)

Damage Resistances cold, fire, lightning Damage Resistances cold; bludgeoning, piercing, and slashing
Damage Immunities poison from nonmagical attacks that aren't silvered
Condition Immunities charmed, frightened, poisoned Damage Immunities fire, poison
Senses darkvision 120 ft., passive Perception 11 Condition Immunities poisoned
Languages understands Abyssal but can’t speak Senses darkvision 120 ft., passive Perception 12
Challenge 2 (450 XP) Languages Infernal, telepathy 120 ft.
Challenge 2 (450 XP)
Crippling Fear. When a creature that isn’t a demon starts its turn
within 30 feet of three or more rutterkins, it must make a DC 11 Devil’s Sight. Magical darkness doesn’t impede the devil’s
Wisdom saving throw. The creature has disadvantage on the save darkvision.
if it’s within 30 feet of six or more rutterkins. On a successful Flyby. The devil doesn’t provoke an opportunity attack when it
save, the creature is immune to the Crippling Fear of all rutterkins flies out of an enemy’s reach.
for 24 hours. On a failed save, the creature becomes frightened
of the rutterkins for 1 minute. While frightened in this way, Limited Spines. The devil has twelve tail spines. Used spines
the creature is restrained. At the end of each of the frightened regrow by the time the devil finishes a long rest.
creature’s turns, it can repeat the saving throw, ending the effect Magic Resistance. The devil has advantage on saving throws
on itself on a success. against spells and other magical effects.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Multiattack. The devil makes two attacks: one with its bite and
12 (3d6 + 2) piercing damage. If the target is a creature, it must one with its fork or two with its tail spines.
succeed on a DC 13 Constitution saving throw against disease
or become poisoned. At the end of each long rest, the poisoned Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5
target can repeat the saving throw, ending the effect on itself on (2d4) slashing damage.
a success. If the target is reduced to 0 hit points while poisoned Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
in this way, it dies and instantly transforms into a living abyssal (1d6) piercing damage.
wretch. The transformation of the body can be undone only by a
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one
wish spell.
target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-07 The Diabolical Dive (v1.1)
21
Water Elemental Water Weird
Large elemental, neutral Large elemental, neutral

Armor Class 14 (natural armor) Armor Class 13


Hit Points 114 (12d10 + 48) Hit Points 58 (9d10 + 9)
Speed 30 ft., swim 90 ft. Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1) 17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0)

Damage Resistances acid; bludgeoning, piercing, and slashing Damage Resistances fire; bludgeoning, piercing, and slashing
from nonmagical weapons from nonmagical weapons
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, Condition Immunities exhaustion, grappled, paralyzed, poisoned,
poisoned, prone, restrained, unconscious restrained, prone, unconscious
Senses darkvision 60 ft., passive Perception 10 Senses blindsight 30 ft., passive Perception 10
Languages Aquan Languages understands Aquan but doesn’t speak
Challenge 5 (1,800 XP) Challenge 3 (700 XP)

Water Form. The elemental can enter a hostile creature’s space Invisible in Water. The water weird is invisible while fully
and stop there. It can move through a space as narrow as 1 inch immersed in water.
wide without squeezing.
Water Bound. The water weird dies if it leaves the water to which
Freeze. If the elemental takes cold damage, it partially freezes; its it is bound or if that water is destroyed.
speed is reduced by 20 feet until the end of its next turn.
Actions
Actions Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Multiattack. The elemental makes two slam attacks. creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is
Medium or smaller, it is grappled (escape DC 13) and pulled 5
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
feet toward the water weird. Until this grapple ends, the target is
13 (2d8 + 4) bludgeoning damage.
restrained, the water weird tries to drown it, and the water weird
Whelm (Recharge 4–6). Each creature in the elemental’s space can’t constrict another target.
must make a DC 15 Strength saving throw. On a failure, a target
takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller,
it is also grappled (escape DC 14). Until this grapple ends, the
target is restrained and unable to breathe unless it can breathe
water. If the saving throw is successful, the target is pushed out of
the elemental’s space.
The elemental can grapple one Large creature or up to two
Medium or smaller creatures at one time. At the start of each of
the elemental’s turns, each target grappled by it takes 13 (2d8 +
4) bludgeoning damage. A creature within 5 feet of the elemental
can pull a creature or object out of it by taking an action to make a
DC 14 Strength and succeeding.

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DDAL09-07 The Diabolical Dive (v1.1)
22
White Abishai Yochlol
Medium fiend (devil), lawful evil Medium fiend (demon, shapechanger), chaotic evil

Armor Class 15 (natural armor) Armor Class 15 (natural armor)


Hit Points 68 (8d8 + 32) Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 40 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 13 (+1) 15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+1) 15 (+2)

Saving Throws Str +6, Con +7 Saving Throws Dex +6, Int +5, Wis +6, Cha +6
Damage Resistances bludgeoning, piercing, and slashing from Skills Deception +10, Insight +6
nonmagical attacks that aren't silvered Damage Resistances cold, fire, lightning; bludgeoning, piercing,
Damage Immunities cold, fire, poison and slashing from nonmagical attacks
Condition Immunities poisoned Damage Immunities poison
Senses darkvision 120 ft., passive Perception 11 Condition Immunities poisoned
Languages Draconic, Infernal, telepathy 120 ft. Senses darkvision 120 ft., passive Perception 12
Challenge 6 (2,300 XP) Languages Abyssal, Elvish, Undercommon
Challenge 10 (5,900 XP)
Devil's Sight. Magical darkness doesn’t impede the abishai’s
darkvision. Shapechanger. The yochlol can use its action to polymorph into a
form that resembles a female drow or giant spider, or back into its
Magic Resistance. The abishai has advantage on saving throws
true form. Its statistics are the same in each form. Any equipment
against spells and other magical effects.
it is wearing or carrying isn’t transformed. It reverts to its true
Magic Weapons. The abishai’s weapon attacks are magical. form if it dies.
Reckless. At the start of its turn, the abishai can gain advantage Magic Resistance. The yochlol has advantage on saving throws
on all melee weapon attack rolls during that turn, but attack rolls against spells and other magical effects.
against it have advantage until the start of its next turn.
Spider Climb. The yochlol can climb difficult surfaces,
Actions including upside down on ceilings, without needing to make an
ability check.
Multiattack. The abishai makes two attacks: one with its
longsword and one with its claw. Innate Spellcasting. The yochlol’s spellcasting ability is Charisma
(spell save DC 14). The yochlol can innately cast the following
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
spells, requiring no material components:
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands. At will: detect thoughts, web
1/day: dominate person
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
8 (1d10 + 3) slashing damage. Web Walker. The yochlol ignores movement restrictions caused
by webbing.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) piercing damage plus 3 (1d6) cold damage. Actions
Reactions Multiattack. The yochlol makes two melee attacks.
Vicious Reprisal. In response to taking damage, the abishai Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,
makes a bite attack against a random creature within 5 feet reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (1d6 + 2)
of it. If no creature is within reach, the abishai moves up to bludgeoning (piercing in spider form) damage plus 21 (6d6)
half its speed toward an enemy it can see, without provoking poison damage.
opportunity attacks. Mist Form. The yochlol transforms into toxic mist or reverts to
its true form. Any equipment it is wearing or carrying is also
transformed. It reverts to its true form if it dies.
While in mist form, the yochlol is incapacitated and can’t speak.
It has a flying speed of 30 feet, can hover, and can pass through
any space that isn’t airtight. It has advantage on Strength,
Dexterity, and Constitution saving throws, and it is immune to
nonmagical damage.
While in mist form, the yochlol can enter a creature’s space and
stop there. Each time that creature starts its turn with the yochlol
in its space, the creature must succeed on a DC 14 Constitution
saving throw or be poisoned until the start of its next turn. While
poisoned in this way, the target is incapacitated.

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DDAL09-07 The Diabolical Dive (v1.1)
23
Appendix 1: Future Prospects
(Bonus Objective B)
Estimated Duration: 60 minutes 7a. Hall of Secrets
While infiltrating Plagueshield Point, the characters come This chamber was Respen Shadowswimmer’s hall of
across a records room—Respen Shadowswimmer’s hall records. He didn’t tell the characters about this room
of secrets. The room is magically locked and can only because—even in exile—he is precious about his secrets.
be accessed by solving a puzzle that the devils were too The devils that inhabit Plagueshield likewise are unaware
ignorant to identify as a puzzle in the first place. of this room, even Viltharn.
Searching the room allows the characters to discover that This room also bears a mural on its northwest wall:
the spirit of a dwarven Hellrider named Glanring Ironbelly four figures covered in sinister armor from head to foot,
might be in the ruins of a castle called Weatherstone Keep. adorned with spiderweb motifs. If any creature that isn’t a
Retrieving this information is one of the potential hooks for drow comes within 10 feet of this mural, the figures step
DDAL09-09 Ruined Prospects. out of the wall, transforming into four very real helmed
horrors that attack on sight unless given the password,
Prerequisites “This is our little secret,” said in Undercommon.
Respen crafted these helmed horrors and granted them
This bonus objective can be pursued once the characters
total immunity to the following spells, rather than the
have reached Plagueshield Point.
typical spells a helmed horror is immune to: Evard’s black
tentacles, lightning bolt, and spirit guardians.
Bonus Objective A
Solving the wall tile puzzle in the Mural Antechamber
Adjusting the Scene
(Area P7) and defeating the guardians in the Hall of
Here are some suggestions for adjusting this scene:
Secrets (Area P7a) is Bonus Objective A. The characters
Very Weak: Remove a helmed horror.
can also claim Respen’s scrawled note from the bookshelf
Strong: Add two helmed horrors.
within that area. Very Strong: Replace a helmed horror with a stone golem.

Area Information
The north side of this room is filled with bookshelves
In the mural antechamber (Area P7), a mural depicting
containing countless scrolls on drow lore, centuries-old
the history of Plagueshield Point has been painted upon
gossip about Menzoberranzan nobility, and other assorted
seven 10-foot-tall stone tiles inserted into grooves in the
trifles unrelated to the characters’ mission. However, if one
northeastern wall of this antechamber. Each tile weighs 50
or more characters comb through the library for an hour,
pounds. The mural depicts seven scenes; from left to right:
they find a hastily scribbled journal entry that’s been stuck
• A wizard guides a group of sickly drow to a massive between two innocuous scrolls. It reads:
stalagmite which is surrounded by tall mushrooms. (2)
• A crudely drawn scene depicts a bone devil gripping the “No time to investigate—a spirit spoke to me at the
wizard’s apprentice by the chest and transforming him
moment the barrier was raised. A dwarf. Dressed in
into a devil wrapped in chains. (7)
armor. Called himself a Hellrider. Gave his name as
• A sickly envoy from Menzoberranzan arrives and
supplicates himself before a drow wizard. (5) Glanring Ironbelly. Begging for help, at a place called
• A drow wizard turns a bundle of long-stalked Weatherstone Keep.
mushrooms into a potion and gives it to drow with skin “No idea where that is. No time to learn. I only hope the
covered in boils. (3) barrier stays up long enough for me to get out of here—
• A group of healthy drow come from a city, including wherever here is.”
soldiers and priestesses, and begin carving out a
fortress within a stalagmite. (6)
• A group of exiles leaves the city of Menzoberranzan, led Treasure
by a wizard and his apprentice. Their bodies are covered Respen left his onyx holy symbol of Lolth behind in this
with crimson boils, and the wizard looks like Respen chamber before he fled, fearing that the devils of Avernus
Shadowswimmer, if he were much younger. (1) would sense its presence and come to destroy him.
• A group of healthy drow build their home into a massive
stalagmite, and make living quarters for sickly drow. (4)
These scenes are out of order. If the tablets are lifted out of
their niches and arranged in the correct order (1 through 7
from left to right), the secret door in the southeast wall of
this chamber opens; it can’t be opened otherwise. To help
the characters arrange these tablets, give them the handout
in Appendix 7.

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Appendix 2: I Don’t Negotiate with Demons
(Bonus Objective A)
Estimated Duration: 1 hour
You burst from the surface of the Styx, and the water
Demons are not great at planning, but they are masters
of treachery. Dalgro Carrionclaw, a babau demon from elemental spits you out upon its banks. Before you can get
DDAL09-06 Infernal Insurgency (or a different babau if the your bearings, a wicked cackle pierces your ears. A bony
characters killed Dalgro) thinks that the characters are up demon with midnight-blue skin and blood-caked talons
to something too important to just let them go about their stands atop a nearby ridge, with a half-dozen smaller,
business, and the sneaky demon has decided any alliances
chattering demons behind him.
are no longer valid. Dalgro and its minions set an ambush
and wait for the characters to leave the river. “Mortals!” the demon howls mirthfully. “Dalgro has been
When the characters reach the banks of the Styx, the waiting for you! Dalgro sees that you have been treasure-
demons surround the party. They have the advantage of taking. Perhaps you will be handing it over—so that
surprise and terrain, so the odds should be against the Dalgro will not be ripping your spines out through your
characters, but not impossible. The demons offer to let
throats, yes?”
the characters go in exchange for handing over everything
they found in Plagueshield, along with the rest of their
gear. However, these are demons, not lawful devils, so they
attempt to murder the characters whether they turn over
Creature Information
Dalgro is a babau, and is accompanied by six rutterkins.
the plans or not.

Prerequisites Adjusting the Scene


This bonus objective can be completed once the characters Here are some suggestions for adjusting this scene:
have escaped Plagueshield Point. It can only be begun if Very Weak: Remove three rutterkin.
Weak: Remove two rutterkin.
the DM deems they have enough time left in their session.
Strong: Add two rutterkin.
This additional content should take about 60 minutes,
Very Strong: Add four rutterkin.
depending on how long the group usually takes to complete
combat encounters.
What Do They Want? If any of the characters played
Bonus Objective B the first adventure in this trilogy, then the babau Dalgro
Carrionclaw has been tracking them ever since. If not, it is
Defeating Dalgro Carrionclaw and its rutterkin minions is
simply an opportunistic demon looking for some treasure
Bonus Objective B.
and carnage. Dalgro offers the characters a chance to hand
Area Information over their possessions without bloodshed—but this is a
This bonus objective takes place on the banks of the River demon they’re dealing with. Even after they hand over the
Styx. The area is a flat plane with a 30-foot-tall cliff about goods, Dalgro and the six rutterkin try to slaughter the
50 feet away from the riverbank. Dalgro and its demon adventurers anyway.
minions begin combat atop the cliff.
Once the characters reach the surface of the Styx, read or
paraphrase the following:

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Appendix 3: Shadowswimmer Tower Map

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Appendix 4: Lower Plagueshield Point Map

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Appendix 5: Upper Plagueshield Point Map

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Appendix 6: Geode of Imprisonment Map

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Appendix 7: Mural Puzzle
The correct order of these mural tiles is given in Appendix 1: Bonus Objective A.

A crudely drawn scene


A wizard guides a depicts a bone devil
A sickly envoy from
group of sickly drow to gripping the wizard’s
Menzoberranzan arrives
a massive stalagmite apprentice by the chest
and supplicates himself
which is surrounded by and transforming him
before a drow wizard.
tall mushrooms. into a devil wrapped in
chains.

A group of exiles
leaves the city of
A drow wizard turns a A group of healthy Menzoberranzan,
bundle of long-stalked drow come from a city, led by a wizard and
mushrooms into a including soldiers and his apprentice. Their
potion and gives it to priestesses, and begin bodies are covered with
drow with skin covered carving out a fortress crimson boils, and the
in boils. within a stalagmite. wizard looks like Respen
Shadowswimmer, if he
were much younger.

A group of healthy drow


build their home into a
massive stalagmite, and
make living quarters for
sickly drow.

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Appendix 8: Magic Items
This appendix includes a description of the magic item that Soul Coin
can be earned during this adventure. Wondrous item, uncommon
Bowl of Commanding Water Elementals Soul coins are about 5 inches across and about an inch
Wondrous item, rare thick, minted from infernal iron. Each coin weighs 1-third
of a pound and is inscribed with Infernal writing and a spell
While this bowl is filled with water, you can use an action
that magically binds a single soul to the coin. Because each
to speak the bowl's command word and summon a water
soul coin has a unique soul trapped within it, each has a
elemental, as if you had cast the conjure elemental spell.
story. A creature might have been imprisoned as a result of
The bowl can't be used this way again until the next dawn
defaulting on a deal, while another might be the victim of a
(or until 24 hours have passed on planes with no dawn).
night hag’s curse.
This item can be found in the Dungeon Master’s Guide.
Carrying Soul Coins. To hold a soul coin is to feel the
This silver bowl is about 1 foot in diameter and half as
soul bound within it—overcome with rage or fraught with
deep. It weighs 3 pounds and holds about 3 gallons. It is
despair. An evil creature can carry as many soul coins as it
ringed with Infernal script and inlaid with rubies. When
wishes (up to its maximum weight allowance). A non-evil
filled with water from the River Styx, it can conjure a water
creature can carry a number of soul coins equal to or less
elemental that can carry other creatures safely through the
than its Constitution modifier without penalty. A non-evil
waters of the Styx.
creature carrying a number of soul coins greater than its
Potion of Invisibility Constitution modifier has disadvantage on its attack rolls,
Potion, rare ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature
This potion's container looks empty but feels as though it
carrying the coin can use its action to expend 1 charge
holds liquid. When you drink it, you become invisible for 1
from a soul coin and use it to do one of the following:
hour. Anything you wear or carry is invisible with you. The
Drain Life. You siphon away some of the soul’s essence and
effect ends early if you attack or cast a spell.
gain 1d10 temporary hit points.
Query. You telepathically ask the soul a question and receive
a brief telepathic response, which you can understand. The
soul knows only what it knew in life, but it must answer
you truthfully and to the best of its ability. The answer is
no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a
soul coin frees the soul trapped within
it, as does expending all of the coin’s charges. The coin
itself rusts from within and is destroyed once the soul is
released. A soul can also be freed by destroying the coin
that contains it. A soul coin has AC 19, 1 hit point for
each charge it has remaining, and immunity to all damage
except that which is dealt by a hellfire weapon or an
infernal war machine’s furnace. Freeing a soul from a soul
coin is considered a good act, even if the soul belongs to an
evil creature.

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Appendix 9: Story Awards
This appendix includes descriptions of the various story
awards that might be earned for completing the adventure.

Thief of Infernal Knowledge


You recovered additional intelligence that could allow you
to avoid the movements of devilish forces later in your
adventures. This Story Award will affect the later Tier 4
adventures.

Savior of My Enemy’s Enemy


You saved a group of drow slaves. Even though these
devotees of Lolth aren’t good people themselves, you know
how the saying goes: the enemy of my enemy is my friend.
This Story Award will affect the later Tier 4 adventures.

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Appendix 10: 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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