DND 5e - Aventura - DDAL09-09 - Ruined Prospects
DND 5e - Aventura - DDAL09-09 - Ruined Prospects
RUINED PROSPECTS
An Avernus Rising Adventure
Elturel isn’t the only city to have been claimed by Avernus; scores of towns and
villages, long forgotten, litter the eternal battlefields. In one such place, a fallen
Hellrider remains in stasis, waiting for the right time to rise and battle evil once
more. Has that time come at long last?
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Adventure Primer Adventure Hooks
This adventure is designed for three to seven 5th- to 10th- The characters have been commissioned to enter the ruins
level characters and is optimized for five characters with of Weatherstone Keep, explore the dungeons beneath,
an average party level (APL) of 8. Characters outside this and free the Hellrider Glanring Ironbelly. The request
level range cannot participate in this adventure. to venture to the castle could come from one of several
This adventure occurs in Weatherstone Keep, a sources.
ruined castle in Avernus. Adventurers must undertake a Zhalruban’s Guidance. Characters who played DDAL09-
treacherous dungeon crawl to rescue a Hellrider awaiting 08 In the Garden of Evil may have been directed to
his chance to rise again. Weatherstone by the unicorn Zhalruban.
The Duty of Torm. The Order of the Gauntlet has asked
Background the characters to find and free Glanring Ironbelly from the
Temple of Torm in Weatherstone Keep.
The adventure takes place in the ruins of Tall Tales. Amongst her other chatter, Burney the
WEATHERSTONE KEEP. The castle once belonged to Barber (who is found in Mahadi’s Wandering Emporium)
an evil lord who forged a pact with a powerful pit fiend. tells stories of a dwarven Hellrider imprisoned beneath a
In exchange for the souls of the commonfolk who toiled crumbling castle in Avernus.
and worked his land, the lord grew extremely wealthy.
Unfortunately, none of his marriages bore him an heir to
inherit his wealth, and on his death bed he cursed the pit
Adventure Flowchart
fiend. As his last breath escaped his body, he, his keep, and This section provides a basic understanding of not only the
all of those who served him were drawn into AVERNUS. flow of the adventure, but also the outline of the different
Though it fell into disuse after the lord’s death, there is paths that your players may take in reaching their stated
a hallowed TEMPLE TO TORM within the keep that was objective.
consecrated by the evil lord’s pious father.
Centuries later, the armies of ZARIEL were left
in disarray after a disastrous battle. One of her
HELLRIDERS, a dwarf named GLANRING IRONBELLY,
knew of the keep and its hidden temple. He escaped to
Weatherstone and prayed for Torm to grant him the power
to save his general and her armies. Ingress
Torm answered the dwarf’s prayers, but not as the Call to Action
Hellrider anticipated. Instead of a host of angels or a
flaming sword, Torm ENTOMBED the dwarf in a vault of
steel and glass, where he would wait until such a time as
he could aid in Zariel’s REDEMPTION.
1 A
Overview Weatherstone Keep Holiest of Holies
The adventure is spread over three parts and takes Story Objective A Bonus Objective A
approximately two hours to play. The adventure begins
with a Call to Action. It also contains two optional bonus
objectives—each taking one additional hour to play.
• Call to Action: Ingress. The characters find their
way past the devils outside the castle and enter
Weatherstone Keep.
2
• Part 1: Weatherstone Keep. The characters traverse The Inner Sanctum
the keep, learn its history, and locate the Temple of Story Objective B
Torm. This is Story Objective A.
• Part 2: Inner Sanctum. The characters hold off throngs B
of devils while they work to free Glanring Ironbelly from Interloper
his tomb. This is Story Objective B. Bonus Objective B
• Bonus Objective 1: Holiest of Holies. The characters
defeat a complex and dangerous puzzle to access the
inner sanctum of the temple. See Appendix 1.
• Bonus Objective 2: Agents of Zariel. An agent of Zariel
is also exploring Weatherstone, and the characters must
defeat them before they can safely free Glanring. See
Appendix 2.
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Call to Action: Ingress
Estimated Duration: 15 minutes Creature Information
Twelve imps, seven spined devils, and four bearded devils
Outside Weatherstone bask lazily around the castle.
What Do They Want? The larger devils are resting as
Keep they wait for the rest of their legion to arrive. They laze
When the characters reach the ruins of Weatherstone in the heat, skewering and devouring imps that are alive
Keep, they find the outer walls of the castle crawling with and shrieking in terror. Inform the party that it looks
devils. like it would be easy to sneak past the devils. If they see
humanoids entering the keep, three imps fly away to
A. Approaching the Keep summon a nearby bone devil. This leads to extra devils to
fight in Part 2.
Weatherstone Keep stands in a flat plain surrounded by What Do They Know? The devils know how dangerous
cliffs. The characters begin on the cliffs overlooking the Weatherstone is, and the traps and perils that await inside:
keep and the ruins of the village that once surrounded it. they would rather place bets on how the characters will
Area Information eventually perish inside than bother to feast on them now.
The keep exterior has the following features. Call to Action
Dimensions & Terrain. This region of Avernus is, like The characters know that their goal is within the keep. If
most of the plane, a blasted, scarlet desert. The largest they linger too long, a squad of devils (ten merregons and
ruins littering the area around the keep itself provide ample six white abishai) led by Zeliathe (an erinyes) arrives to
places to hide. The keep sits in the middle of a flat plain use the ruined village as a barracks, making it imperative to
overlooked by steep cliffs. get inside the keep before they are seen.
Cliffs. Descending the 20-foot-tall cliffs is dangerous.
Safely reaching the bottom requires a successful DC 13
Strength (Athletics) check. A character who fails the check Playing the Pillars
takes 2d6 (7) bludgeoning damage and draws the attention Here are some suggestions for this encounter.
of the devils. Combat. The devils fight if provoked, and the sounds of
Climate. The air is hot and dry, and the temperature is combat draw more of them. Characters who succeed on a DC
blisteringly hot. 12 Wisdom (Insight) check realize that the devils are trying
Light. The sky is overcast, but not enough to impede to herd them into the keep. Retreat may be the best option—
visibility. but it’s also what the devils seem to want. Do not adjust
Sound. The devils that bask on the ruined village and the difficulty of this fight based on APL: it is deliberately
keep chatter amongst themselves. overpowering to encourage stealth.
Main Gate. The main gate of Weatherstone is clearly Exploration. Sneaking past the devils is possible, but there’s
visible and open, with the portcullis raised 3 feet above not enough available cover to enter unseen through the main
the ground. Entering this way requires leaving cover and gate. However, the characters can potentially enter unseen
through the damaged wall if they notice it.
moving in the open for a few seconds (see Character
Social. Characters who disguise themselves as fiends can
Information). This entrance leads to area W1.
enter the keep openly, and may learn that the keep is full of
Damaged Wall. Characters with a passive Perception of traps. The “other” devils consider them brave (or foolish,
14 or higher notice a crumbled patch of wall with a hole depending on the devil) for venturing inside.
large enough for a Medium creature to squeeze through.
This entrance leads to area W2.
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Part 1: Weatherstone Keep
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DDAL09-09 Ruined Prospects (v1.1)
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Light. This area is open to the roiling, grey
clouds overhead. Visibility is normal.
Sentinels. Four blood hawks perch
on the walls around the courtyard.
They notice creatures who
aren’t being stealthy, or whose
Dexterity (Stealth) check
does not beat their
passive Perception score
of 14. The hawks do not
initiate combat but fight
alongside the devils if
combat occurs.
Plant Life. Thorny,
yellow weeds burst through
the broken cobblestones. The
whole area is difficult terrain as long as the
weeds are present. Any area affected by fire is burned clear
in one round.
Living History. Flickering shadows on the walls repeat
images of humanoids fighting and succumbing to capering
devils.
Exits. The portcullis connects to area W1. Two closed
doors lead to area W3 (unlocked) and area W4 (locked).
Numerous other doorways are empty, with ruined stairs
behind them. Area Information
The great hall has the following features.
Creature Information Dimensions & Terrain. The hall is 40 feet long and
Two barbed devils are here, unless characters have 25 feet wide. Three long, decaying tables run most of the
already dealt with them in area W1. If the devils aren’t length of the room, with chairs at the tables and knocked
aware of the characters’ entrance, they’re discussing the onto the floor. At the far end of the room is a high table that
“remnants” in the Great Hall, which they say are losing sits perpendicular to the others.
their entertainment value: Light. The Great Hall is dimly lit.
Décor. Torn velvet drapes stained with blood cover
narrow windows. Banners displaying the Weatherstone
“You can’t even tell which one was Lord Vryn anymore. heraldry (a mountain peak struck by lightning) hang from
Even he’s forgotten that this is all his fault.” the ceiling, and there are four suits of armor lined up
behind the high table.
Profane Feast. Every table is piled high with plates of
What Do They Want? Once alerted to the characters’ raw, rotting meat. Some crawl with maggots or flies, while
presence, the devils initiate combat. Even if the characters other dishes show traces of their origin: a ring with a
are masquerading as devils, the locals do not appreciate Harper symbol, or a scrap of skin showing part of a tattoo.
visitors: this is their domain, and visiting legionaries are Hidden Trapdoor. A 10-foot-diameter circular sigil on the
expected to wait outside in the ruins of the village. floor of the Great Hall shows the symbol of Torm in pale
What Do They Know? The devils know the history of grey stone. A lot of blood has been spilled on it, and some
Weatherstone Keep (see Adventure Background). They has dripped down the edges of the sigil. It looks like it can
know that the upper levels of the castle are ruined, unsafe, be moved and opened (see Statues, below).
and hard to access: everything interesting, including the Suits of Armor. These four bronze warriors all have their
Temple of Torm, is below ground. The temple is “safely” right hands raised, palm turned out, except one, whose
sealed off: there is a great machine that opens the way to it, hand has been ripped off (see Missing Hand). Their fingers
but it’s complex and tricky to operate. have been configured into a set of obscene gestures. When
all the suits’ right hands have been straightened out into
Adjusting the Scene the palm-up open hand that symbol of Torm, the sound of
Here are some suggestions for adjusting this scene: grinding stone fills the Great Hall and the hidden trapdoor
• Very Weak: Use only one barbed devil. opens, leading to area W5.
• Strong or Very Strong: Use four barbed devils. Missing Hand. The missing bronze gauntlet is buried
in one of the dishes of humanoid meat. Characters who
succeed on a DC 12 Wisdom (Perception) check spot it
within a minute; those who fail take ten minutes to find it.
W3. Great Hall
The Great Hall is large and dimly lit, filled with the
cacophony of carousing devils and the stench of tormented
undead.
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Creature Information Treasure
A chain devil hosts two imps in a gory parody of a feast, A platinum goblet on the table holds a handful of shiny
including toasts to “the idiot lord of Weatherstone, for his coins, among which is nestled a single soul coin.
fine gift to Avernus,” while two ghouls in once-luxurious
rags creep between the tables attempting to steal food. W4. Armory
If characters spend a long time searching the Great Hall
• This small room is accessible from area W2
(for example, if they can’t find the missing hand), three
or area W3.
bearded devils enter through the trapdoor from area W5.
They attack immediately if they see the bodies of any other Area Information
devils. Finally, reaching into any of the dishes on the table
The armory has the following features.
disturbs a rot grub nestled inside.
Dimensions & Terrain. The armory is 20 feet by 25 feet.
What Do They Want? The devils want to continue
Temperature. The room is unpleasantly cold, unlike the
tormenting the fallen nobility of Weatherstone, and they
sweltering heat elsewhere.
prevent outsiders from accessing the lower levels of the
Locks. Both of the doors to this area are locked. They
keep, lest they get into the Temple of Torm. They fight as
can be opened with a successful DC 10 Dexterity check
soon as they are aware of the characters. The ghouls want
using thieves’ tools to open. On a failure, the lock opens but
to eat, and living humanoids are delicious.
can’t be locked again.
What Do They Know? The devils know the history of
Skeleton. A short humanoid skeleton is slumped in one
Weatherstone Keep and how to open the hidden trapdoor.
corner of the armory. It is wearing rusted plate mail and
clinging to a battleaxe.
Adjusting the Scene Arms & Armor. Several weapon racks and stands hold
Here are some suggestions for adjusting this scene: polearms or pieces of armor. The weapons are blunt and
• Very Weak: Remove the chain devil. the armor is rusted and useless.
• Weak: Replace the chain devil and an imp with two barbed Backpack. There is a white leather backpack beneath
devils. the skeleton. Characters who examine the skeleton with a
• Strong: Add an imp. successful DC 13 Intelligence (Investigation) check notice
• Very Strong: Add a barbed devil. the haversack. A label in Dwarvish that reads “Property of
Kelda Ironbelly” is stitched to the inside of the flap.
Creature Information
The room appears empty when the characters enter it, but
within seconds the ghost of Kelda Ironbelly coalesces in
the center of the room.
What Do They Want? Kelda yearns for her bones to
be laid to rest in the Material Plane, and for someone
to succeed where her brother failed. Kelda gives the
characters her backpack if they promise to fulfil either of
these wants.
What Do They Know? Kelda knows how to open the
hidden trapdoor in area W3. She also knows a great deal
of history: what happened to Weatherstone Keep, the
story of Zariel and her Hellriders, and the tale of Glanring
Ironbelly’s assault on the castle (see Background, above).
She believes that her brother failed in his mission, as there
has been no sign of his success.
Treasure
Kelda’s backpack is a Heward’s handy haversack. The
characters may obtain this as a gift from Kelda, or claim it
after defeating her.
W5. Staircase
This spiral staircase descends into the
basement of the castle. The devils have
filled the staircase with traps to keep
anyone from accessing the temple.
Area Information
The staircase has the following features.
Dimensions & Terrain. The stairway
is 5 feet wide, and 30 feet long. The
ceiling starts out 5 feet above the steps,
but as the stairs descend the distance
increases to 15 feet.
Light. The area is completely dark.
Handholds. Devils know not to walk on the stairs, which
are trapped. There are empty braziers 8 feet above the
steps, and a series of handholds that appear to have be
recent additions—designed to help flying creatures navigate
the tight spiral stairs with ease. The handholds can also
be used by characters who succeed on a DC 15 Dexterity
(Acrobatics) check to navigate the staircase without
triggering the traps on the stairs. This ability check is made
with advantage by characters using appropriate climbing
gear.
Slick Steps. Three steps near the top of the stairs have
been slicked with grease. Characters who fail a DC 13
Dexterity saving throw fall prone and skid down the rest
of the staircase. A character with a passive Investigation
score of 15 or higher notices the grease—which can then
be easily avoided (noting, however, that the lack of light
may impose disadvantage on the character, reducing their
passive score by 5).
Sharp Walls. Characters who touch the walls find that
that shards of stone and glass have been set into them
with the express purpose of causing pain. A creature who
touches the wall takes 3 (1d6) points of slashing damage
at the start of each of its turns until it regains hit points or
until someone uses an action to stop the bleeding with a
successful DC 13 Wisdom (Medicine) check.
Spikes. A barricade of bone and sinew is set up at the
foot of the stairs, with sharpened bones ready to impale
creatures who fall down the stairs. A creature descending
the stairs must make a successful DC 14 Dexterity saving
throw or take 9 (2d8) piercing damage. Creatures who fall
down the steps (see Slick Steps, above) make this saving
throw at disadvantage.
Barricade. Dismantling the barricade takes one minute.
Alternatively, it can be destroyed: it has AC 10, 20 hit
points, and immunity to poison and psychic damage.
Exits. A set of wooden double doors stands behind the
Panels. Scattered about the floor are four painted
barricade. They are locked and can be opened with a
wooden panels that are shaped to fit into the recessed
successful DC 15 Dexterity check using thieves’ tools. The
alcoves on the walls:
doors have AC 14, 40 hit points, immunity to poison and
psychic damage, and vulnerability to fire damage. • A platinum dragon (Bahamut: Servant)
• An armored sentinel (Helm: Ally)
W6. Temple Antechamber • An eyeless, one-handed warrior (Tyr: Father)
This room contains a puzzle that is the key to accessing the • A red knight chess-piece (The Red Knight: Friend)
temple. Identifying the figure depicted in each panel requires
a successful DC 10 Intelligence (Religion) check. A
Area Information character who succeeds on the check by 5 or more can
The chamber has the following features. tell which panel matches each word. The check is made
Dimensions & Terrain. This circular room is 20 feet with advantage if they are followers of Torm or members
in diameter. The floor and walls are made of a paler stone of the Order of the Gauntlet, or if they have spent a minute
than the keep above. examining the writing on the column. Otherwise, placing
Column. In the center of the room is a 5-foot-wide the four panels is a matter of trial and error.
column of opaque white crystal that stretches to the ceiling, Exit. When the panels are placed into the correct alcoves,
with tenets of Torm’s faith inscribed in faded Common. a section of the crystal column shimmers and becomes
This column is also an elevator to the temple that is insubstantial, allowing the characters to enter a small
operational when the panels are correctly placed in the chamber. If utilizing bonus objective A, see Appendix 1 for
alcoves. other developments.
Walls. There are four alcoves inset into the walls, each of
which has a word inscribed beneath it: Development
• FATHER When the characters step into the small chamber inside
• ALLY the column, they are immediately teleported to the Inner
Sanctum (unless utilizing the content in bonus objective
• FRIEND
A). Characters may stop for a short rest before leaving this
• SERVANT area, but won’t have time to rest in the Inner Sanctum.
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Part 2: Inner Sanctum
Estimated Duration: 1 hour 30 minutes with a brilliant light that spikes up through the ceiling. The
light is visible throughout Weatherstone Keep and has the
The Hellrider’s Tomb following effects on creatures that aren’t fiends:
The characters locate Glanring Ironbelly and fend off an • Creatures within 30 feet of the sword are considered to
army of devils while the Hellrider awakens. be under the effects of the bless spell.
• The sword emits an aura of light that functions as per
Story Objective B the crusader’s mantle spell.
Rescuing Glanring Ironbelly and protecting him from the
• Creatures within 30 feet of the sword regenerate 10 hit
devils is Story Objective B.
points each round, on initiative count 20.
2A. The Temple of Torm Burial Vault. Beneath the statue of Torm is a circle
of thick glass, bubbled and crystallized as though it was
Characters enter from area W6, materializing on the Dais. melted and refused. Under the glass, characters can vaguely
Area Information see the unmoving figure of a blond, armored dwarf in the
The temple has the following features. vault below. As the light from the statue of Torm grows
Dimensions & Terrain. The temple is fashioned from brighter, the dwarf begins to move, stretching and gradually
pale grey stone. It is a circular area arranged on three taking an interest in events above. At the same time, the
concentric levels (the dais, the lower circle, and the outer glass starts to crack (see Wave 1 through Wave 3, below).
circle). Conjuration Circles. Three circles of magical sigils
Temple Décor. The holy symbol of Torm is repeated marked in dried blood adorn the floor of the outer circle.
throughout the temple—carved into the walls and floors, All of the creatures used in this encounter enter through
and embroidered into faded tapestries that hang from these sigils. The circles can be deactivated by smashing
the walls. Large stone panels on the wall and floor are the entire 10-foot-square area of floor they occupy (treat
inscribed with verses of scripture. each 5 foot square as a separate object with AC 16, 30 hit
The Dais. This is a 15-foot-square central platform, with points, and immunity to poison and psychic damage) or by
three sets of stairs descending 10 feet to the lower circle. somehow removing the blood.
The statue of Torm stands in the center of the dais. Exit. When the devils are all defeated, Glanring touches
The Lower Circle. This is a 20-foot-wide circle around the statue of Torm and recites a prayer to the god. As he
the dais. It is the lowest floor level of the room. finishes the prayer, the characters are returned to area W6.
The Outer Circle. This 10-foot-wide circle at the edge of Creature Information
the room is 20 feet above the lower circle. A number of devils, alerted by the glow from the statue of
Sound. Every noise echoes around the entire chamber, to Torm, assault the temple. The devils arrive on initiative count
unsettling effect. 20 (losing ties) of their respective round (see Wave 1 through
Statue of Torm. A statue of Torm, hands resting on the Wave 3, below) and move their speed. They otherwise take
hilt of a longsword, stands in the center of the dais. As the their turns on initiative count 10 (also losing ties). They can
first character enters the temple, the sword begins to glow enter the room from any of the conjuration circles.
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What Do They Want? The devils want to prevent the Treasure
characters from freeing Glanring, either by killing them or Zeliathe carries a potion of greater healing. One of the
by destroying the statue of Torm (see Property Damage, merregons that arrives in wave 2 has 1d6 +2 crossbow
below). bolts.
What Do They Know? They know that the statue of
Torm is the power responsible for awakening the Hellrider, Wrap-Up: A New Ally
and they infer that it is responding to the characters’
presence, as this has never happened before. Glanring is heartbroken to hear what has happened
while he was trapped in the Temple of Torm, especially
Wave 1 the news of Zariel’s fall. After the characters defeat the
Two bearded devils and four barbed devils enter during devils of Weatherstone Keep, Glanring returns with them
round 1. Another group, of the same composition, enters to Mahadi’s Wandering Emporium. After Dara or the
during round 2. These devils attack the characters, and characters explain Zariel’s fall and her current activities,
only attempt to destroy the statue if they can’t reach a Glanring pledges himself to Dara’s cause and promises to
character on their turn. help defeat —or, preferably, redeem—his former liege.
Wave 2
Two white abishai and two merregons enter during round
3. The abishai move to the dais to destroy the statue while
the merregons fend off attackers.
Glanring Ironbelly. On round 4, the glass begins to crack
and Glanring awakens.
Wave 3
Zeliathe (an erinyes) and two merregons enter on round
6 and move to attack the characters. If the characters
were spotted entering Weatherstone in the Call to
Action, Zeliathe is accompanied by three imps and
a bone devil. An additional four merregons enter
on round 7 and move to destroy the statue.
Glanring Ironbelly. On round 6, Glanring,
begins to hack at the glass covering the
vault. The area becomes difficult terrain as it
shudders and splinters. If unassisted, Glanring
destroys the glass and climbs onto the dais
during round 10. If the characters help, refer to
Property Damage, below.
Property Damage
The devils attempt to destroy the statue, and the
characters may wish to help Glanring free himself.
The burial vault glass has AC 14, 75 hit points, and
immunity to poison and psychic damage. Once out of the
vault, Glanring assists with combat. Each round he makes
two attacks with his battleaxe. His weapon attacks have +$
to hit, deal 15 slashing damage on a hit, and are magical.
If Glanring is reduced to zero hit points, do not roll death
saves: he stabilizes in three turns. Enemies focus on
conscious characters rather than the incapacitated dwarf.
The statue of Torm has AC 18, 120 hit points, and
immunity to poison and psychic damage. If it is destroyed,
it no longer emits light and the entire temple is left in
darkness. Even worse, its effects are reversed: characters no
longer benefit from regeneration or the effects of crusader’s
mantle, and are now under the effects of the bane spell.
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Rewards Dramatis Personae
The characters receive rewards based upon their The following NPCs and locations feature prominently in
accomplishments. Aside from advancement, these rewards this adventure.
are earned during the session. Kelda Ironbelly (KELL da). Kelda, Glandring Ironbelly’s
sister, helped Glanring reach Weatherstone Keep and held
Character Rewards off the devils so that he could descend to the Temple of
The characters earn the following rewards: Torm. She was mortally wounded doing so and now haunts
the keep’s armory as a ghost.
Advancement Kelda is a handsome, armored, dwarven woman with
Upon completing this adventure, each character gains a finely curled black beard. She leans wearily on her
a level. At their discretion, they may choose to decline battleaxe and has several visible wounds, any one of which
advancement. Remind those that express an interest in this would be enough to be lethal.
that they have a limit to how much gold they can earn per • What She Wants. Kelda wants to find someone to help
level; declining advancement means that they may reach a her brother and his cause.
point where they earn no gold. • Fatal Optimism. Kelda believes in the best of
Gold everyone—and it killed her.
Award each character gold for each hour of the session. Glanring Ironbelly (GLAN ring). Glanring is a Hellrider
Adventures typically features cues for this, but you can add who came to Weatherstone seeking a way to help Zariel
it where you see fit. The maximum gold that you can award (before her fall). He physically resembles his sister Kelda.
a character per hour is determined by their tier, as follows: He is a natural leader; he expects people to listen when he
speaks and to follow his orders.
Tier Hourly GP Award GP Limit per Level • What He Wants. Glanring wants to serve Zariel—or at
1 20 gp 80 gp least who she used to be, even if it means destroying her
to redeem her legacy.
2 30 gp 240 gp
• Listen to Me. Ever seeking to be in charge of a given
3 200 gp 1,600 gp situation—even if they know that someone else is
4 750 gp 6,000 gp better suited.
Wyrzoorn (WEER zorn). Wyrzoon is an orthon in Zariel’s
Magic Item(s) service. It is used to dealing with lesser devils, who don’t
If found during the adventure, the characters can keep tend to show much imagination or intelligence. The
the following magic items; these items are described in capacity of mortals to surprise Wyrzoorn offends it greatly.
Appendix 6: • What She Wants. Wyrzoorn wants to use its rank in the
• Heward’s handy haversack armies of the Nine Hells as a route to power.
• Soul coin • Confidence Is Deadly. Wyrzoorn frequently
overestimates its own intelligence.
• Potion of greater healing
• (4) Crossbow bolts +2
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Creature Statistics Actions
Multiattack. The devil makes two attacks: one with its beard and
The following creatures are encountered in this adventure. one with its glaive.
Barbed Devil Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on
Medium fiend (devil), lawful evil
a DC 12 Constitution saving throw or be poisoned for 1 minute.
Armor Class 15 (natural armor) While poisoned in this way, the target can’t regain hit points. The
Hit Points 110 (13d8 + 52) target can repeat the saving throw at the end of each of its turns,
Speed 30 ft. ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 8 (1d10 + 3) slashing damage. If the target is a creature
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) other than an undead or a construct, it must succeed on a DC
12 Constitution saving throw or lose 5 (1d10) hit points at the
Saving throws Str +6, Con +7, Wis +5, Cha +5 start of each of its turns due to an infernal wound. Each time
Skills Deception +5, Insight +5, Perception +8 the devil hits the wounded target with this attack, the damage
Damage Resistance Cold; Bludgeoning, Piercing, and Slashing dealt by the wound increases by 5 (1d10). Any creature can take
from Nonmagical Attacks that aren’t Silvered an action to stanch the wound with a successful DC 12 Wisdom
Damage Immunities Fire, Poison (Medicine) check. The wound also closes if the target receives
Condition Immunities Poisoned
magical healing.
Senses Darkvision 120 ft., passive Perception 12
Languages Infernal, Telepathy 120 ft.
Challenge 5 (1,800 XP) Black Abishai
Medium fiend (devil), lawful evil
Devil’s Sight. Magical darkness doesn’t impede the devil’s
darkvision. Armor Class 15 (natural plate)
Hit Points 58 (9d8 + 18)
Magic Resistance. The devil has advantage on saving throws Speed 30 ft., fly 40 ft.
against spells and other magical effects.
STR DEX CON INT WIS CHA
Actions 14 (+2) 17 (+3) 13 (+1) 14 (+2) 16 (+3) 11 (+0)
Multiattack. The devil makes three melee attacks: one with its tail
and two with its claws. Alternatively, it can use Hurl Flame twice. Saving throws Dex +6, Wis +6
Skills Perception +6, Stealth +6
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing
6 (1d6 + 3) piercing damage.
from Nonmagical Attacks that aren’t Silvered
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Damage Immunities Acid, Fire, Poison
10 (2d6 + 3) piercing damage. Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one
Languages Draconic, Infernal, Telepathy 120 ft.
target. Hit: 10 (3d6) fire damage. If the target is a flammable Challenge 7 (2,900 XP)
object that isn’t being worn or carried, it also catches fire.
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Blood Hawk Chain Devil
Small beast, unaligned Medium fiend (devil), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) 18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Erinyes Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane
when it is on the Material Plane, and vice versa.
Medium fiend (devil), lawful evil
Incorporeal Movement. The ghost can move through other
Armor Class 18 (plate armor) creatures and objects as if they were difficult terrain. It takes 5
Hit Points 153 (18d8 + 72) (1d10) force damage if it ends its turn inside an object.
Speed 30 ft., fly 60 ft.
Actions
STR DEX CON INT WIS CHA Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the
Saving throws Dex +7, Con +8, Wis +6, Cha +8
Material Plane, or vice versa. It is visible on the Material Plane
Damage Resistance Cold; Bludgeoning, Piercing, and Slashing
from Nonmagical Attacks that aren’t Silvered while it is in the Border Ethereal, and vice versa, yet it can’t affect
Damage Immunities Fire, Poison or be affected by anything on the other plane.
Condition Immunities Poisoned Horrifying Visage. Each non-undead creature within 60 feet
Senses Truesight 120 ft., passive Perception 12 of the ghost that can see it must succeed on a DC 13 Wisdom
Languages Infernal, Telepathy 120 ft. saving throw or be frightened for 1 minute. If the save fails by 5
Challenge 12 (8,400 XP) or more, the target also ages 1d4 × 10 years. A frightened target
can repeat the saving throw at the end of each of its turns, ending
Hellish Weapons. The erinyes’s weapon attacks are magical the frightened condition on itself on a success. If a target’s saving
and deal an extra 13 (3d8) poison damage on a hit (included in throw is successful or the effect ends for it, the target is immune
the attacks). to this ghost’s Horrifying Visage for the next 24 hours. The aging
effect can be reversed with a greater restoration spell, but only
Magic Resistance. The erinyes has advantage on saving throws within 24 hours of it occurring.
against spells and other magical effects.
Possession (Recharge 6). One humanoid that the ghost can see
Actions within 5 feet of it must succeed on a DC 13 Charisma saving
Multiattack. The erinyes makes three attacks. throw or be possessed by the ghost; the ghost then disappears,
and the target is incapacitated and loses control of its body.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one The ghost now controls the body but doesn’t deprive the target
creature. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + of awareness. The ghost can’t be targeted by any attack, spell,
4) slashing damage if used with two hands, plus 13 (3d8) or other effect, except ones that turn undead, and it retains its
poison damage. alignment, Intelligence, Wisdom, Charisma, and immunity to
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., being charmed and frightened. It otherwise uses the possessed
one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison target’s statistics, but doesn’t gain access to the target’s
damage, and the target must succeed on a DC 14 Constitution knowledge, class features, or proficiencies.
saving throw or be poisoned. The poison lasts until it is removed The possession lasts until the body drops to 0 hit points, the
by the lesser restoration spell or similar magic. ghost ends it as a bonus action, or the ghost is turned or forced
Reactions out by an effect like the dispel evil and good spell. When the
possession ends, the ghost reappears in an unoccupied space
Parry. The erinyes adds 4 to its AC against one melee attack that within 5 feet of the body. The target is immune to this ghost’s
would hit it. To do so, the erinyes must see the attacker and be Possession for 24 hours after succeeding on the saving throw or
wielding a melee weapon. after the possession ends.
Ghost
Medium undead, any alignment
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)
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Ghoul Actions
Medium undead, chaotic evil Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The
Armor Class 12 target must make a DC 11 Constitution save, taking 10 (3d6)
Hit Points 22 (5d8) poison damage on a failed save, or half as much damage on a
Speed 30 ft. successful one
STR DEX CON INT WIS CHA Invisibility. The imp magically turns invisible until it attacks, or
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) until its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible with it.
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 10
Merregon
Medium fiend (devil), lawful evil
Languages Common
Challenge 1 (200 XP)
Armor Class 16 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: STR DEX CON INT WIS CHA
9 (2d6 + 2) piercing damage. 16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) slashing damage. If the target is a creature other than Saving throws Str +5, Con +4, Wis +2
an elf or undead, it must succeed on a DC 10 Constitution saving Damage Resistance Cold; Bludgeoning, Piercing, and Slashing
throw or be paralyzed for 1 minute. The target can repeat the from Nonmagical Attacks that aren’t Silvered
saving throw at the end of each of its turns, ending the effect on Damage Immunities Fire, Poison
Condition Immunities Frightened, Poisoned
itself on a success.
Senses Darkvision 60 Ft., passive Perception 11
Languages understands Infernal but can’t speak, Telepathy 120 ft.
Imp Challenge 4 (1,100 XP)
Tiny fiend (devil), lawful evil
Devil’s Sight. Magical darkness doesn’t impede the merregon’s
Armor Class 13 darkvision.
Hit Points 10 (3d4+3)
Speed 20 ft., fly 40 ft. Magic Resistance. The merregon has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) Actions
Multiattack. The merregon makes two halberd attacks, or if an
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 allied fiend of challenge rating 6 or higher is within 60 feet of it,
Damage Resistance Cold; Bludgeoning, Piercing, and Slashing the merregon makes three halberd attacks.
From Nonmagical Attacks That Aren’t Silvered
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Damage Immunities Fire, Poison
creature. Hit: 9 (1d10 + 4) slashing damage.
Condition Immunities Poisoned
Senses Darkvision 120 Ft., passive Perception 11 Heavy crossbow. Ranged Weapon Attack: +4 to hit, range 100/400
Languages Infernal, Common ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Challenge 1 (200 XP)
Reactions
Shapechanger. The imp can use its action to polymorph into a Loyal Bodyguard. When another fiend within 5 feet of the
beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly merregon is hit by an attack, the merregon causes itself to be
60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. hit instead.
Its statistics are the same in each form, except for the speed
changes noted. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Devil’s Sight. Magical darkness doesn’t impede the imp’s
darkvision.
Magic Resistance. The imp has advantage on saving throws
against spells and other magical effects.
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Orthon 5. Paralysis (1/Day). The target takes 22 (4d10) lightning damage
and must make a successful DC 17 Constitution saving throw or
Large fiend (devil), lawful evil
be paralyzed for 1 minute. The paralyzed target can repeat the
saving throw at the end of each of its turns, ending the effect on
Armor Class 17 (half plate)
itself on a success.
Hit Points 105 (10d10 + 50)
6. Tracking. For the next 24 hours, the orthon knows the direction
Speed 30 ft., climb 30 ft.
and distance to the target, as long as it’s on the same plane of
existence. If the target is on a different plane, the orthon knows
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 21 (+5) 15 (+2) 15 (+2) 16 (+3) which one, but not the exact location there.
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Swarm of Rot Grubs White Abishai
Medium swarm of Tiny beasts, unaligned Medium fiend (devil), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 7 (-2) 10 (+0) 1 (-5) 2 (-4) 1 (-5) 16 (+3) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 13 (+1)
Reactions
Vicious Reprisal. In response to taking damage, the abishai
makes a bite attack against a random creature within 5 feet
of it. If no creature is within reach, the abishai moves up to
half its speed toward an enemy it can see, without provoking
opportunity attacks.
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Appendix 1: Holiest of Holies
(Bonus Objective A)
Estimated Duration: 60 minutes 2 points to the DC for every additional tile they wish to
jump over.
Test of Faith Red Tiles. Each of the red tiles has an image etched into
it. If the players cannot interpret them, a character who
The temple’s creator demands a test of faith before the succeeds on a DC 10 Intelligence (Religion) check can tell
adventurers are allowed to enter the inner sanctum. that each tile relates to one of the virtues the apparition
mentioned, as below. While these tiles are the obvious path
Bonus Objective A across the room, they are each trapped: any creature who
Accessing the Temple of Torm is Bonus Objective A. This steps on a red tile must make a DC 15 Dexterity saving
can be accomplished by solving a puzzle. throw. On a failure, they take damage as described below.
• Row 1 (nearest the characters): The image on this tile
Tiled Room depicts a warrior being knighted by a priest (FULFIL
YOUR DUTY). Spikes rise up from the tile, dealing 7
Characters are teleported here from area W6. A map of
(2d6) piercing damage.
this puzzle is provided in Appendix 3.
• Row 2: This tile shows a knight standing to the right of
Area Information a one-handed man (SERVE AS TYR’S RIGHT HAND).
Frost spreads over the tile, dealing 9 (2d8) cold damage
The room has the following features. and reducing movement by 10 feet for 1 minute.
Dimensions & Terrain. The ceiling and walls of this
• Row 3: This tile shows a knight helping a small child up
25-foot-square room are made of pale stone, and the floor
off the ground (BE KIND). Poisonous smoke rises out of
is covered in a checkerboard of brown and white tiles. Each
the pattern in the tile, dealing 11 (2d10) poison damage
row of tiles has a red tile with an image inscribed into it.
to the creature who is poisoned for 1 hour.
Light. The room is brightly lit by glowing tiles.
Exits. The characters appear at one side of the room. • Row 4: This tile shows a knight shielding civilians from
The only exit, a ten-foot-wide set of iron-bound, wooden a dragon’s breath (PROTECT THE WEAK). A clear
double doors, is directly opposite them. This door unlocks liquid splashes up out of the image, dealing 14 (4d6)
after at least one character has followed the True Path acid damage.
(see below). It can also be opened with a successful DC 15 • Row 5 (nearest the door): A knight smiting a devil
Dexterity check using thieves’ tools. Alternatively, the door (STRIKE DOWN CORRUPTION). A column of white
has AC 16, 45 hit points, immunity to poison and psychic fire jets upwards from the image, inflicting 16 (3d10)
damage, and vulnerability to fire damage. radiant damage.
Apparition. An illusion of an elderly human man appears Heated Floor. Tiles that are neither red nor part of the
in the center of the room. He is aged but still handsome, True Path (see below), are painfully hot to the touch and
with a kind expression. This illusion represents Carthis, the deal 1d6 fire damage to any creature who stands on them.
penultimate lord of Weatherstone, who built the Temple of There is no saving throw against this damage, as avoiding
Torm. The illusion is programmed to speak one message, one tile means stepping on another that is equally hot.
and otherwise does not interact with the characters except The Edge of the Room. There is a two-foot-wide border
to repeat the message when asked: of brown stone around the edge of the room. The characters
may be able to traverse it and avoid the puzzle entirely, but
this is a risky approach: every 20 feet of movement requires
“You’re almost there, friends—if indeed you are friends.
a successful DC 15 Dexterity (Acrobatics) check. Medium
But first, a test of your intent. Of your faith, if you like. For or larger creatures make this check at disadvantage. On a
only the worthy shall enter, not my wicked son and his failed check, the creature stumbles onto a heated floor tile,
cronies. So consider: taking 3 (1d6) fire damage.
Protect the weak, The True Path. The most important part of the
apparition’s message is the phrase “weigh your choices
Strike down corruption,
carefully.” The tenets of Torm encourage critical thinking
Serve as Tyr’s right hand, and planning over hasty action. Some of the white tiles
Fulfil your duty, have very faint engraving on them: a single word each,
And be kind. which is difficult to spot (see the map of this area).
To do otherwise harms body and soul. These are the real safe path across the room. A creature
adjacent to one of these succeeds on a DC 13 Intelligence
Weigh your decisions carefully.”
(Investigation) check deciphers its engraving.
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Appendix 2: Agents of Zariel
(Bonus Objective B)
Estimated Duration: 60 minutes Area Information
Exit Pursued by an Orthon The courtyard has the following features, unless there are
any changes as a result of the characters’ first visit to this
Agents of Zariel intercept the party as they try to leave area in Part 1.
Weatherstone Keep. Dimensions & Terrain. The circular courtyard is 50 feet
in diameter. It is strewn with rubble from the crumbling
Bonus Objective B walls of the keep, which provide half-cover for Medium
Defeating the agents of Zariel is bonus objective B. creatures and three-quarters cover for Small creatures. It’s
clear that most of the buildings aren’t structurally sound.
Courtyard Light. The area was well-lit when the characters first
came through here, but now it is covered with magical
This encounter occurs in the courtyard (area W2) as the darkness.
characters make their way out of Weatherstone Keep. As Plant life. Thorny, yellow weeds burst through the
the characters enter the courtyard, read or paraphrase: broken cobblestones. The whole area is difficult terrain so
long as the weeds are present. Any area affected by fire is
burned clear in one round.
The light overhead winks out, replaced by darkness so Exits. A portcullis connects to area W2. Two doors lead
profound that even darkvision can’t pierce it. to area W3 and area W4. Numerous other doorways are
“I smell devils,” Glanring says. “We’re not alone.” empty, with ruined stairs behind them.
A hissing, breathy cackle seems to come from everywhere Portcullis. The portcullis leading to area W2 is closed. It
can be opened with a successful DC 20 Strength check, or
at once. “He’s not wrong. Zariel sent me, dwarf. She says
by using the lever inside the portcullis.
your services are no longer required.”
Creature Information
The voice in the darkness is Wyrzoorn (an orthon). It’s
accompanied by a black abishai responsible for the
darkness that covers the courtyard.
What Do They Want? While Wyrzoon is one of Zariel’s
agents, but wasn’t specifically sent here; it just happened
to be in the area. It wants to kill Glanring’s rescuers and
retrieve the Hellrider for Zariel—believing she’ll reward it.
It’s also offended by this intrusion of Zariel’s former life.
Wyrzoorn and the abishai use the cover of darkness (which
they can see through) to stalk the characters through
the courtyard, attacking and backing off again, enjoying
taunting and hunting them.
What Do They Know? Wyrzoorn knows who Glanring
is and why he was in Weatherstone. The abishai is just
following orders.
Development
When Wyrzoorn and the abishai are defeated,
the characters are free to leave Weatherstone.
Proceed to Wrap Up in Part 2.
18
Appendix 3: Weatherstone Keep Map
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Appendix 4: Temple of Torm Map
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Appendix 5: Tiled Floor
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Appendix 6: Character Rewards
If found during the adventure, the characters can keep
the following magic items; it’s suggested that you print off
+2 Crossbow Bolt
enough copies of this page to be able to give one to each of Weapon (bolt), rare
your players (crossing off rewards they didn’t receive during You have a +2 bonus to attack and damage rolls made with
the session): this piece of magic ammunition. Once it hits a target, the
ammunition is no longer magical. This item can be found
Heward’s Handy Haversack in the Dungeon Master’s Guide.
Wondrous item, rare
This backpack has a central pouch and two side pouches,
Soul Coin
each of which is an extradimensional space. Each side Wondrous item, uncommon
pouch can hold up to 20 pounds of material, not exceeding Soul coins are about 5 inches across and about an inch
a volume of 2 cubic feet. The large central pouch can hold thick, minted from infernal iron. Each coin weighs 1-third
up to 8 cubic feet or 80 pounds of material. The backpack of a pound and is inscribed with Infernal writing and a spell
always weighs 5 pounds, regardless of its contents. that magically binds a single soul to the coin. Because each
Placing an object in the haversack follows the normal soul coin has a unique soul trapped within it, each has a
rules for interacting with objects. Retrieving an item from story. A creature might have been imprisoned as a result of
the haversack requires you to use an action. When you defaulting on a deal, while another might be the victim of a
reach into the haversack for a specific item, the item is night hag’s curse.
always magically on top. Carrying Soul Coins. To hold a soul coin is to feel the
The haversack has a few limitations. If it is overloaded, soul bound within it—overcome with rage or fraught with
or if a sharp object pierces it or tears it, the haversack despair. An evil creature can carry as many soul coins as it
ruptures and is destroyed. If the haversack is destroyed, its wishes (up to its maximum weight allowance). A non-evil
contents are lost forever, although an artifact always turns creature can carry a number of soul coins equal to or less
up again somewhere. If the haversack is turned inside than its Constitution modifier without penalty. A non-evil
out, its contents spill forth, unharmed, and the haversack creature carrying a number of soul coins greater than its
must be put right before it can be used again. If a breathing Constitution modifier has disadvantage on its attack rolls,
creature is placed within the haversack, the creature can ability checks, and saving throws.
survive for up to 10 minutes, after which time it begins to Using a Soul Coin. A soul coin has 3 charges. A creature
suffocate. carrying the coin can use its action to expend 1 charge
Placing the haversack inside an extradimensional space from a soul coin and use it to do one of the following:
created by a bag of holding, portable hole, or similar item Drain Life. You siphon away some of the soul’s essence
instantly destroys both items and opens a gate to the Astral and gain 1d10 temporary hit points.
Plane. The gate originates where the one item was placed
Query. You telepathically ask the soul a question and
inside the other. Any creature within 10 feet of the gate is
receive a brief telepathic response, which you can
sucked through it and deposited in a random location on
understand. The soul knows only what it knew in life, but
the Astral Plane. The gate then closes. The gate is one-way
it must answer you truthfully and to the best of its ability.
only and can’t be reopened. This item can be found in the
The answer is no more than a sentence or two and might
Dungeon Master’s Guide.
be cryptic.
This specific haversack is made of white leather, and a
label on the inside reads “Kelda Ironbelly” in dwarvish Freeing a Soul. Casting a spell that removes a curse
script. on a soul coin frees the soul trapped within it, as does
expending all of the coin’s charges. The coin itself rusts
Potion of Greater Healing from within and is destroyed once the soul is released. A
soul can also be freed by destroying the coin that contains
Potion, rare
it. A soul coin has AC 19, 1 hit point for each charge it has
You regain 4d4 + 4 hit points when you drink this potion. remaining, and immunity to all damage except that which
This item can be found in the Dungeon Master’s Guide. is dealt by a hellfire weapon or an infernal war machine’s
furnace. Freeing a soul from a soul coin is considered a
good act, even if the soul belongs to an evil creature.
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Appendix 7: 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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