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DDAL 09-19

FANG AND CLAW

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An Avernus Rising Adventure
Zariel’s deputy, General Everbleed, has fled with Commander De La Reue’s soul only

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to be captured by Yeenoghu’s brood! Dara implores you to recover the commander,
though his soul has been taken to a most unusual place.
Part One of the Red Hunt series of adventures.

A Four to Six-Hour Adventure for 17th through 20th Level Characters.


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

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Credits Primary Secondary

Designer: Will Doyle D&D Adventurers League Wizards Team: Adam Lee, Ari
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Editing: Travis Woodall, Greg Marks Levitch, Chris Lindsay, Mike Mearls
D&D Adventurers League Guildmaster: Chris Lindsay D&D Adventurers League Administrators: Alan Patrick,
Amy Lynn Dzura, Travis Woodall, LaTia Jacquise, Ma’at
Art Director and Graphic Designer: Rich Lescouflair Crook, Claire Hoffman, Greg Marks, Shawn Merwin,
Interior Art: provided by Wizards of the Coast Will Doyle
Cartography: Will Doyle Playtesters: Gary Affeldt, Rick Brown, David Krolnik, Ben
Siekert, Phil Tobin

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.
©2020 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 • Part 1: Wake of the Colossus. The characters must
infiltrate the caravan of demons traveling alongside the
House of Gore and find a way inside the citadel. This is
“Where in the Nine Hells did you ever get the notion I Story Objective A.
would fight fair?" • Part 2: House of Gore. The characters explore
— Drizzt Do’Urden the House of Gore in search of General Everbleed,
ultimately facing Bertheraan, Razek Vowbreaker, and a
This adventure is designed for three to seven 17th- to host of other demons in the portal room. This is Story
20th-level characters and is optimized for five characters Objective B.
with an average party level (APL) of 18. Characters • Bonus Objective A: Soul Trader. An imp offers to help
outside this level range cannot participate in this adventure. the group get inside the fortress if they agree to rescue a

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This adventure occurs in the hellish wastes of Avernus hag from the dungeons. This bonus objective is found in
and the interior of the House of Gore, a grotesque walking Appendix 1.
citadel made from the lashed-together corpses of demons • Bonus Objective B: Heads of State. To enter the portal
and devils slain in the Blood War. chamber, the adventurers must solve a puzzle on the
door. This bonus objective is found in Appendix 2.
Background

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Previously in the Avernus Rising campaign, the characters Adventure Hooks
helped DARA, the CHOSEN OF ILMATER, in her quest This is the first part of the Blood Hunt, a two-part storyline
to revive the fallen angels trapped in Avernus and rally of adventures. If your players are new to this campaign, use
them to the defense of ELTUREL. Only one mortal soul the following hooks to draw them into this story:
eludes her: the HELLRIDER ROTGER DE LA REUE, Divine Calling. The gods themselves have summoned the
whose soul has been stolen by the ice devil GENERAL characters to aid Dara on the first layer of the Nine Hells,
EVERBLEED. Without Rotger to guide them, the knights Avernus. After manifesting to the group in their chosen
of the BLOODY HOOVES remain leaderless and broken. forms, the gods open a portal to the Nine Hells and send
With Dara in tow, the characters have just left the characters through.
MAHADI’S WANDERING EMPORIUM, having

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learned the location of the HOUSE OF GORE. Demons
interrogated after a recent attack on the emporium
have revealed that Yeenoghu’s brood have imprisoned
GENERAL EVERBLEED inside their shambling citadel!
Blood Debt. A warlock or other pact-bound character in
the group is summoned by their patron and ordered to aid
a priest of Ilmater at Mahadi’s Wandering Emporium. If
they refuse, their powers are stripped from them and their
soul is forfeit.
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The demons’ nalfeshnee master, BERTHERAAN, plans to Vengeance. General Everbleed has delivered a terrible
offer the general’s soul to Yeenoghu’s chosen, the goristro blow to one or more of the characters in the group—
RAZEK VOWBREAKER, who once followed Baphomet perhaps by slaying a beloved mentor or family member,
before pledging himself to the Lord of Savagery. sacking a homeland, or denying a character their destiny.
The group has tracked the general to Avernus and learned
Overview of a potential ally who could help find him: the cleric Dara.
The adventure’s story is spread over two parts and takes
approximately four hours to play. The adventure begins Dara, Chosen of Ilmater
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with a Call to Action. It also contains two optional bonus Even though she is the Chosen of Ilmater, Dara is particularly
objectives—each taking one additional hour to play. fragile, and the characters need to do all they can to protect
• Call to Action: Off with Their Heads! Dara, the Chosen her. Temporary hit points, buff spells, and smart tactics are
key to her survival. If she dies and the characters return her to
of Ilmater, recaps what she knows about General
life, her powers diminish, so just letting her die and bringing
Everbleed’s imprisonment in the House of Gore. Her her back is a losing proposition. Every time Dara dies, she
briefing is rudely interrupted by a surprise attack from loses one of these abilities chosen randomly: her damage
Zariel’s infernal agents. resistances, her condition immunities, her Magic Resistance
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trait, and her Innate Spellcasting trait. If she loses all four, she
has lost all her abilities as a Chosen and may no longer return
Hellriders or angels to life.
If Dara dies during the adventure, award the story award
You Let Dara Die and note how many times she died. In
future adventures, use the average number of deaths among
the characters for determining how many abilities she loses.
Dara’s stat block is available in “Creature Statistics.”

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Call to Action: Off with Their Heads!

Estimated Duration: 30 minutes Creature Information


Young Dara sits at the table with Horst Atheraice.

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Mahadi’s Wandering Emporium trundles away through
the wastes of Avernus, leaving a storm of dust in its wake.
Amid the swirling embers, a host of knights are encamped
in the ruins of a forgotten town. At the heart of their
camp, the exalted child Dara meets her advisors inside a
Sir Gidor Honorsbright, the dwarf paladin, is seated
nearby with the merchant Fai Chen, haggling over the
price of outfitting the knights with magic armor. Several
of Fai Chen’s doubles move around the room, pouring
water, adding opinions to the debate, or whispering
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conspiratorially to each other. There should be one double
pavilion tent. for each character in the group, not including the double
seated at the table.
What Do They Want? Dara greets the characters eagerly.
Meeting Dara Having gleaned General Everbleed’s location from the
demons, she is keen to locate him. Unfortunately, the devils
The adventure begins with the characters meeting Dara attack before Dara can fully explain the task at hand (see
outside Mahadi’s Wandering Emporium. The marketplace “Interruption: Mind Blast!”).
What Do They Know? To fulfil Ilmater’s bidding and
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has recently been attacked by demons (see DDAL09-18


Consequences of Choice), and Mahadi has given the order muster the Bloody Hooves to Elturel’s defense, Dara needs
to pack up and move out. to recover the soul of their legendary commander, Rotger
Dara resides inside a pavilion tent belonging to Sir Gidor de la Reue, which was recently snatched away by one of
Honorsbright, acting commander of the Bloody Hooves, Archdevil Zariel’s minions, General Everbleed. Now Dara
where she is attended by the merchant Fai Chen, several has learned that demons loyal to Yeenoghu have captured
of his magic duplicates, and high priest Horst Atheraice. Everbleed and imprisoned him inside a walking citadel
A host of goodly knights and clerics are encamped around named the House of Gore.
the pavilion. For full details on the characters mentioned
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here, see “Dramatis Personae.”


Before Dara has a chance to properly explain the
Interruption: Mind Blast!
mission, the pavilion is attacked by a trio of infernal
mercenaries (see “Interruption: Mind Blast!”). As Dara speaks, Fai Chen leans over to whisper in Sir
Gidor’s ear. As the merchant opens his mouth to talk, his
Area Information head abruptly explodes, showering you all in gore.
Sir Gidor’s pavilion has the following features:
Dimensions and Terrain. The tent is large: roughly 40
feet square and rising to a height of 25 feet. A long table
surrounded by twelve chairs sits in the middle of the floor.
Creature Information:
Light. The fiery light of Avernus cuts through the open Dread Eye of Tiamat
entrance, but the rest of the tent is gloomy. A candelabra on Zariel has hired a trio of blue abishai mercenaries, the
the table sheds dim light. Dread Eye of Tiamat, to rescue General Everbleed. The
Sounds and Smells. The roar of the burning skies and general’s trail has led the Dread Eye to this ruined town.
the stench of molten tar are present throughout Avernus.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-19 Fang and Claw (v1.0)
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After spying on the encampment from a distance, they Exploding Head Effects
teleport inside the command tent.
d20 Effect
What Do They Want? The Dread Eye of Tiamat want to
murder everyone in the tent apart from Dara, Horst, and 1 A shard of skull cracks into your head, stunning you
Sir Gidor, whom they plan to interrogate. until the end of your next turn.
What Do They Know? The fiends were hired by Zariel 2–3 An eyeball lodges in your throat. You have
to meet General Everbleed and escort him home. When disadvantage on attack rolls and ability checks. At
he didn’t show up, they trailed his demonic captors to this the end of each of your turns, you can make a DC 15
location. Constitution saving throw, coughing up the eyeball
Playing the Pillars and ending the effect on a success.
Prior to combat, each abishai spends three rounds casting 4–5 You slip on the gore and drop whatever you are

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spells: mirror image (2nd-level slot), greater invisibility (4th- holding. Each object in your hands lands 10 + 2d6 feet
level slot), and dimension door (4th-level slot). Once inside away from you in a randomly determined direction.
the pavilion, the fiends attack with surprise using lightning 6–7 Flying teeth impale you, and you take 3d6 piercing
bolt, chain lightning, and a deadly artifact that detonates damage.
their enemies’ skulls (see “Legendary Action: Explosive

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Mind Blast”). They try to keep Dara, Sir Gidor, and Horst 8–9 Your face is showered in brains. You are blinded until
alive for interrogation. you spend a bonus action to wipe your face clean.
At the start of combat, Sir Gidor leaps over Dara and 10+ No effect.
shields her from harm for the duration of the battle. Fai
Chen’s doubles do not fight; instead, they take the Dodge Choosing Targets. To determine who is targeted by the
action for the first two rounds, and then they dash to Explosive Mind Blast, ask each player to roll two twenty-
escape the tent. Horst Atheraice stands protectively over sided dice: one for their character, and the other for one
Dara but uses his magic to aid the group. of Fai Chen’s doubles. Reroll ties until the lowest result in
Reinforcements. It takes 1d4 + 1 rounds for the the group is determined: this character or double is now
Hellriders outside the pavilion to react to the ambush and targeted. If a Fai Chen double is targeted it is instantly
rally to protect their leader. After this, two knights enter killed, and the player who rolled for it subsequently only

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the tent at the start of each round. To stem reinforcements,
one fiends casts wall of force around the tent (dropping
its concentration on greater invisibility if that spell is still
active).
rolls for their own character. The fiends do not target Dara
or Sir Gidor.
If the abishai wearing the eye is killed, another creature
can use its action to extract the eye from its corpse. An
abishai can insert the eye into its own eye socket as part
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of this action. The eye explodes if all three abishai are
Adjusting the Encounter captured or killed. All creatures within 30 feet of the eye
Here are the adjustments for the encounter. when it explodes must make a DC 16 Dexterity saving
• Very Weak: Remove a blue abishai. The two remaining throw, taking 42 (12d6) fire damage on a failed save, and
monsters only have 104 hit points each. half as much damage on a successful one. An abishai dies
• Weak: Each blue abishai only has 104 hit points.
if it is wearing the eye when the artifact explodes.
• Strong: Each blue abishai has 286 hit points.
• Very Strong: Add a fourth blue abishai. Call to Action
Dara is horrified by the attack, but she says it proves there
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is no time to waste. She implores the group to escort her


Legendary Action: Explosive Mind Blast to the House of Gore, help her find a way inside, and then
The Dread Eye of Tiamat carry a vile artifact which only snatch General Everbleed from captivity. The soul of Rotger
they can use: a fiery eyeball that can be inserted into any de la Reue must be recovered at all cost. If any characters
one of their charred eye sockets. When a fiend wearing the died in the attack, the priests can perform the rite of raise
eye gazes at a foe and activates the item, the target’s head dead to bring them back to life. If any Fai Chen doubles are
explodes. In the surprise round, the fiend wearing the eye still alive, they bravely offer to join the adventurers on their
destroys one of Fai Chen’s doubles. quest. Each player can control one double in addition to
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While wearing the eye, a fiend can take 3 legendary their own character. The double acts on their turn.
actions, using the Explosive Mind Blast option below. It Dara knows that the House of Gore is surrounded by
can take only one legendary action at a time and only at an army of demons and their infernal machines. Riding
the end of another creature’s turn. The fiend regains spent there with the Bloody Hooves would be madness; the best
legendary actions at the start of its turn. way inside is for a small group to infiltrate the camp. Dara
Explosive Mind Blast. The wielder of the eye targets one random volunteers to join the characters while Sir Gidor waits here
enemy creature that it can see within 120 feet of it (see “Choosing with the knights.
Targets”). If this creature has 100 hit points or fewer, its head
explodes, and it dies. Otherwise, the target takes 61 (7d8 + 30)
“Time is against us,” Dara whispers, “but not the gods.
psychic damage. If a creature dies as a result of this effect, all
characters within 10 feet of it must roll on the Exploding Head Even here, I feel Ilmater’s guiding light. It is my destiny to
Effects table. join you on this quest.”

Proceed to Part 1.

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DDAL09-19 Fang and Claw (v1.0)
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Part 1: Wake of the Colossus
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Estimated Duration: 1 hour Area Information: Exterior Site
The site has the following features:
Arriving at the Dimensions and Terrain. The terrain underfoot is made
from hard rock and crushed bone.
House of Gore Light. The site is well lit by the hellfires of Avernus.
The House of Gore is roaming through Avernus, followed Sounds and Smells. The stench of rotten flesh and the
by a host of demons. With Dara’s guidance, the characters deafening roar of the infernal machines permeate the area.
find the citadel after a trek through the hellscape. They gain Walking Citadel. The citadel stands 200 feet high at the
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the benefit of a long rest before reaching the site. shoulder. There are two routes inside: the gate in its head,
and an armored hatch in its right heel. The citadel’s iron
plating is red-hot, and any creature that touches the metal or
A colossal monster trudges through the battlefields of starts its turn in contact with it takes 13 (3d8) fire damage.
Avernus, trailed by a convoy of infernal machines. It moves See “Site Encounters” for details on each entrance.
like an ape, with limbs crafted from the corpses of fiends War Machines. The citadel and its convoy of six war
machines move at a speed of roughly 14 miles per hour
slain in the Blood War. Red-hot iron plates are riveted to
(speed 60 feet)
the dead flesh of its tower-shaped body, with a jagged
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portcullis covering an arched opening above its shoulders.


Creature Information: Exterior Site
The House of Gore Site Map (Appendix 3) gives an
overview of the demonic forces arrayed before the party:
• A herd of two hundred armanite demons surround the
Story Objective A citadel, roaming in packs of 2d6 demons each.
Getting inside the citadel is Story Objective A. When the • Six demon grinder infernal machines trundle behind
party arrives at the site, give the players the House of Gore the citadel. Each machine is crewed by eight ghasts.
Site Map (Appendix 3). This should help them plan their • Three nalfeshnee demons guard the gate at the top of
attack. the citadel, using truesight to scan the area for invisible
Important: If you are playing Bonus Objective B, an intruders.
imp approaches the party with an interesting offer when
• Four cadaver collectors roam within a five-mile radius
they arrive at the site. This bonus objective is found in
Appendix 2. of the citadel, gathering corpses from the battlefield.
These hulks are slower than the citadel, so the infernal
machines take turns ferrying them back to it (see “Site
Encounters”).
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-19 Fang and Claw (v1.0)
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If any of the demons detect intruders, they howl to warn Armanite Herd
their comrades. After 1d10 + 5 rounds, all the demons on A herd of two hundred centaur-like armanite demons
site are alerted and converge on the threat. thunder around the House of Gore. These brutal fiends
delight in bloodshed and constantly war among themselves.
House of Gore On the open plain, it’s impossible to hide from them
The nalfeshnee demon Bertheraan harnessed cadaver without using magic or disguise. The armanites tear into
collectors to build this citadel of infernal corpses. The mobile any intruders that they see and always fight to the death.
stronghold serves as a forward base in Avernus for the Characters passing through the herd encounter one pack
demonic armies fighting the Blood War. It houses a portal to of 2d6 armanite demons for every 50 feet they travel. Roll
the Abyss, paving the way for the Chosen of Yeenoghu, Razek on the Herd Encounters table to determine what each pack
Vowbreaker, and his demonic host. The citadel stomps through is doing.

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Avernus on limbs crafted from animated corpses bound in
barbed wire, leaving a trail of demon ichor in its wake. Herd Encounters
d6 Encounter

Site Encounters 1 Two fiends duel to the death while their comrades
holler and roar for blood.

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The following encounters correspond to notes on the
2 The armanites chant, “Blood for Razek Vowbreaker,
House of Gore Site Map (Appendix 3).
Chosen of Yeenoghu!” in Abyssal while bashing horns
together.
3 The fiends argue in Abyssal about one of the infernal
machines that keeps breaking down. Some of them
say that the crew should be eaten alive for shaming
Bertheraan.
4 A single armanite trails behind the pack, muttering
curses. It has been bullied by its comrades and is keen

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on revenge.
The fiends toss a slobbering abyssal wretch between
them for sport. Characters who succeed on a DC 20
Intelligence (Religion) check know that only a wish
spell can undo the curse that warped this creature into
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its current form. If cured, the wretch is revealed as an
apprentice of Khemed Rein, architect of the House of
Gore (see Part 2, area G2).
6 An armanite drowns one of its weaker comrades in a
pool of demon ichor (see the “Ichor Trail” section).

Armored Hatch
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This entrance is located on the colossus’s ankle. The 6-foot-


wide access port is sealed with a circular steel hatch that is
enchanted with an arcane lock spell. The hatch has AC 18,
80 hit points, and immunity to poison and psychic damage.
The hatch is red-hot, and any creature that touches it or
starts its turn in contact with it takes 13 (3d8) fire damage.
It can be opened manually from within. A creature can
force the hatch open with a successful DC 25 Strength
check (DC 35 while the arcane lock spell is active) but
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takes damage for touching the metal with every attempt.


No fiends man the hatch while the citadel is in motion,
but anyone approaching it in plain sight is spotted by the
armanite demons on the ground and the nalfeshnee
demons guarding the maw gate (see the “Maw Gate”
section). The hatch passes within range of the nalfeshnees’
truesight whenever the citadel takes a stride, so invisible
or magically disguised creatures clinging to the ankle are
always spotted.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL09-19 Fang and Claw (v1.0)
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Cadaver Collectors psychic damage. Creatures with a combined Strength score
Four cadaver collectors serve Bertheraan by trawling of 33 or more can lift the portcullis, but each creature takes
the hellscape for fresh corpses to lash to his citadel. They 13 (3d8) fire damage each time it touches the portcullis or
attack any non-fiends they encounter. The collectors move starts its turn in contact with it.
slower than the citadel, so they often fall far behind and Three nalfeshnee demons perch on the jagged crown
become hidden behind ash clouds and heat haze. above the gate. The fiends guard the gate from intruders,
Characters who observe the collectors for at least 5 using truesight to scan for invisible creatures, illusions, and
minutes witness an infernal machine drive over and seize shapeshifters. If they sense trouble, they teleport to attack,
one of the trailing constructs in its iron jaws. The machine but they might accept bribes (see the “Playing the Pillars:
hefts its burden into the path of the House of Gore, which Exterior Site” sidebar). The demons have grown used to
stoops and “swallows” the construct whole (see “Maw transporting war machines through the gate and simply
Gate”). A few minutes later, the citadel lowers the cadaver wave them through.

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collector back onto the battlefield, having stripped it of its The demons can telepathically command the citadel to
corpses. This process repeats whenever a cadaver collector move, open or shut the portcullis, or bend over to allow
falls too far behind the citadel. egress to the gate from ground level. If they die, the citadel
If a character disables a cadaver collector, they can continues performing its final orders until Bertheraan
conceal themselves among the corpses impaled on issues a new command.

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its armored body. Each collector can conceal up to six War Machines
Medium-sized characters or twelve Small or smaller
Six demon grinder infernal machines range around the
characters. The infernal machines only pick up collectors
citadel. Each machine is crewed by eight ghasts. See
that are standing upright and appear functional, so the
Baldur’s Gate: Descent into Avernus for rules on handling
party may need to employ illusion magic to aid their ruse if
vehicle combat. The war machines stick close to the citadel
they destroy the collector in combat.
but take turns collecting any roaming cadaver collectors
Ichor Trail that have fallen too far behind. The fiends at the Maw
The citadel leaves a trail of demon ichor—the viscera of Gate stop the citadel and lower the gate whenever a war
countless dissolved demonic corpses—in its wake. Any machine holding a cadaver collector drives in front of it.
creature that touches this black goo must succeed on a DC One of the machines is damaged and malfunctioning:

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10 Constitution saving throw or become magically warped
by the ichor, as determined by rolling on the Flesh Warping
table (if you wish, you can use the table in Baldur’s Gate:
Descent into Avernus instead). Fiends, oozes, plants, and
undead automatically succeed on the saving throw.
it only has 100 hit points, and its mishap threshold is
reduced to 12. If the group observes the exterior site for
an hour or more, they see that this machine occasionally
breaks down and stops while its crew carries out repairs.
During these moments, the machine falls behind the
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citadel and is obscured behind clouds of ash and bone dust.
Flesh Warping
d8 Effect Playing the Pillars: Exterior Site
1 The target’s nose turns into a fully articulated child- Here are some suggestions for this encounter:
sized hand; the target loses all sense of smell. Combat. The players can blast their way inside the citadel if
2 The target’s flesh is afflicted by large, smelly boils that they move quickly. Flying characters have the best hope but
must still contend with the three nalfeshnee demons at the
occasionally hatch spiders or beetles.
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gate. The entire army hungrily converges on any intruders


3 Gills open in the target’s throat; the target can now detected, so creating a diversion is also viable.
breathe underwater. Exploration. Players who take time to monitor the site
4 The target’s bodily hair grows by 12 inches every day. witness at least two novel ways inside: concealing oneself on
a cadaver collector or hijacking a war machine. Characters
5 A six-inch tall duplicate of the target sprouts from the who disguise themselves with magic can pass through either
target’s armpit and scurries away (use the stat block of of the entrances so long as they distract the nalfeshnee
a Tiny abyssal wretch). demons at the Maw Gate.
Social. The demons attack mortals on sight but can be
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6 Any clothes that the target is wearing meld


tricked if the characters disguise themselves. Due to their
permanently with its flesh.
chaotic nature, a demon may accept a bribe to look the other
7 The target’s teeth shed bright light in a 10-foot radius; way, but their price is always high: e.g. a mortal soul or five
the target can close its mouth to dismiss this light. soul coins. Most of them secretly despise Bertheraan and
would gladly conspire to see him brought low.
8 A fang-filled maw opens on the target’s tongue; the
tongue now speaks and has its own personality.

Maw Gate Getting Inside


A 30-foot-tall archway opens into the citadel interior, Characters who infiltrate the citadel without alerting the
blocked by a red-hot portcullis. The bars of the portcullis demons find it easier to spring General Everbleed from
are spaced 4 inches apart: too narrow for Medium captivity during part 2. If they cause alarm, the nalfeshnee
creatures to squeeze through, but large enough for Small demons at the Maw Gate telepathically warn Bertheraan;
or smaller creatures. The portcullis weighs 1,000 pounds security is now tighter inside and the general is held under
and has AC 15, 200 hit points, and immunity to poison and armed guard. Proceed to Part 2.

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DDAL09-19 Fang and Claw (v1.0)
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