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CCC-GSP04-01

Devil King High School:


Year one
A Greasy Snitches Adventure

The Devil King School of Higher Learning is looking for new students this school year. Those
who accept the school’s invitation will be sent to Minauros, the third layer of the Nine Hells.
Will the adventu*I mean students*survive the tests given to them by their devilish
professors? Part One of I Got Accepted as a Student in the Nine Hells and Now I'm at the Top of the
Class series.

A Two-Hour Adventure for Level 1-4 Characters. Optimized for APL 3.


CREDITS
Designer: Paul Gabat
Cover Illustrator: Ian Viernes
Editing: Pheelyp Aytona
Interior Art: Ian Viernes, Nimgyu
Template: Laura Hirsbrunner (Simple Microsoft Word
Template)
Background: Nathanaël Roux
(http://www.barkalotdesigns.com)
D&D Adventurers League Guildmaster: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee,
Ari Levitch, Chris Lindsay, Mike Mearls
D&D Adventurers League Administrators: LaTia
Jacquise, Ma’at Crook, Will Doyle, Amy Lynn Dzura,
Claire Hoffman, Greg Marks, Shawn Merwin, Alan
Patrick, Travis Woodall
Playtesters: Smimo, Abbie Jenika Lao, Aldrick Daven
Mendoza, Toby Fernando, Raphael Fulgar

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CCC-GSP04-01 Devil King High School: Year One 2
TABLE OF CONTENTS
Cover ....................................................................................... 1
Credits ................................................................................... 2
Table of Contents.................................................................. 3
Adventure Primer ................................................................. 4
Background .............................................................................. 4
Overview ................................................................................... 4
Adventure Hooks .................................................................... 4
Adventure Flowchart ............................................................ 5
Part 1. Start of Class .............................................................. 6
Devil King School of Higher Learning................................ 6
Class 1-Wrath Classroom ...................................................... 6
Part 2. Midterm Exam: Year One ......................................... 9
Class 1-Wrath Classroom ...................................................... 9
Devil King School Festival ...................................................10
Other Attractions ...................................................................10
Development ........................................................................... 12
Part 3. Final Exam: Year One ...............................................14
Summoning Grounds ............................................................14
Final Exam ...............................................................................14
Conclusion ............................................................................... 15
Rewards ............................................................................... 16
Player Rewards ...................................................................... 16
Dramatis Personae .............................................................. 17
Creature Statistics ...............................................................19
Appendix 1. Class 1-Wrath Grading Sheet ........................ 26
Appendix 2. Invitation Letter (Player Handout) .............. 27
Appendix 3. Character Rewards ......................................... 28
Clothes of Mending .............................................................. 28
Bag of Holding ....................................................................... 28
Potion of Healing .................................................................. 28
Appendix 4. Story Awards .................................................. 29
Banned: Minauros ................................................................ 29
Appendix 5. Dungeon Master Tips .................................... 30
Preparing The Adventure .................................................... 30
Adjusting This Adventure ................................................... 30
Appendix 6. Greasy Snitches - About Us ........................... 31
Who We Are in the Real World? .......................................... 31
How to Reach Us? ................................................................... 31
Twitter ...................................................................................... 31
Greasy Snitches Adventures ................................................ 31

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CCC-GSP04-01 Devil King High School: Year One 3
ADVENTURE PRIMER
“If you feel the ends justify the means, how does that Part 1: Start of Class. The characters arrive in
make you different from us demons, exactly?” Minauros where they receive an explanation of how
+ Sadao Maou, The Devil is a Part-Timer
they will be graded in class. This is the Call to
Action.
This adventure is designed for three to seven level
1-4 characters and is optimized for five characters
Part 2: Midterm Exam: Year One. Welcome to
with an average party level (APL) of 3. Characters
Minauros! Here, it is all about the money. And what
outside this level range cannot participate in this
adventure. This adventure occurs in Minauros, the better way to make a fortune than with a SCHOOL
third layer of the Nine Hells. FESTIVAL! Coming up with an attraction for the

BACKGROUND
school festival and making enough gold is Story
Objective A.

The DEVIL KING SCHOOL OF HIGHER LEARNING or Part 3: Final Exam: Year One. A devil king needs
Devil King High School for short, is an elite program subordinates. For the final exam, the characters
created by GRENPOLI’S SCHOOL OF POLITICS in need to summon a devil that will follow their
MALADOMINI, the seventh layer, under the order of commands. Surviving any mishaps that might
ASMODEUS himself, the ruler of all NINE HELLS. happen during this test is Story Objective B.
The purpose of the school is to select highly gifted
individuals that currently reside in the Material
ADVENTURE HOOKS
Plane and see if they have what it takes to become a Adventure Hook. Each character receives an
ruler in one of the layers of the Nine Hells, or better invitation letter to attend Devil King High School,
yet*become Asmodeus’ successor. see Appendix 2. This letter is given to the characters
The lord of the Nine Hells does not want to limit either by a shady devil cultist, a rich evil merchant,
himself to choosing leaders from just the nobles and an imp, or other creatures associated with the Nine
natives of his domain. Age, sex, background, status, Hells. If a character accepts, a black carriage pulled
physical appearance, magical affinity, and many by two nightmares arrives at the character’s
more do not matter in getting selected as a student location at midnight. Its driver is a skeleton with a
in Devil King High School. What matters is having flaming green skull wearing fine, all-black clothing.
the will and ability to pass all of the tests, survive, The skeleton waits for the character to enter the
and graduate. However, no one knows how long it carriage before taking off to the Devil King High
takes before someone can actually graduate. School complex.
Now, the school is open again to accept new
students and start the school year in MINAUROS,
the third layer of the Nine Hells.

OVERVIEW
The adventure’s story is spread over three parts and
takes approximately 2 hours to play. The adventure
begins with a Call to Action scene. If you are
planning to play the entire adventure in one session,
you only need to introduce the Call to Action once.
However, if you plan to play them over several
sessions, you’ll want to revisit the Call to Action
each time you play.

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CCC-GSP04-01 Devil King High School: Year One 4
ADVENTURE FLOWCHART
This section provides a basic understanding of not only the flow of the adventure, but also the outline of the path
that your players may take in reaching the stated objective.

START OF CLASS
(CALL TO ACTION)

2
MIDTERM EXAM: YEAR
ONE
(STORY OBJECTIVE A)

3
FINAL EXAM: YEAR
ONE
(STORY OBJECTIVE B)

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CCC-GSP04-01 Devil King High School: Year One 5
PART 1. START OF CLASS
E STIMATED D URATION : 0 HOUR 15 MINUTES

DEVIL KING SCHOOL OF HIGHER LEARNING


The Devil King School of Higher Learning sits on top heard while a devil professor writes his name (not
of a vast, magical floating island. However, right his true name).
now the school’s island has landed on the outskirts
of the city of Minauros, in the third layer of the Nine
Hells.
The school is composed of ten stone buildings and
towers. Hills, grassy plains, and rivers also exist on
the island. Its unique feature is that its landscape
changes to mimic the plane it is currently in. Being
in Minauros, the rivers have transformed into black CREATURE INFORMATION
and green swamps, the plains into the muddy
A chain devil wearing infernal black robes with
ground, and the hills’ soil transmute into volcanic
animated golden chains surrounding him writes his
rocks. The island is also constantly exposed to oily
name on the blackboard. The chain devil is Class 1-
rain and hailstorm.
Wrath’s head professor, professor Kadena. On his
When the characters arrive, they are escorted to
shoulder is a white imp wearing blue robes named
the dormitories where they can rest and prepare for
Beusus. After Kadena writes his name on the board,
the first day of class tomorrow.
read or paraphrase the following:

CLASS 1-WRATH CLASSROOM


Seven student sections make up this year's Class 1,
each named after one of the seven deadly sins and
comprised of three to twenty students. On the first
day of class, the characters are brought to the same
room. They all make up the Class 1-Wrath.

AREA INFORMATION Beusus uses the power of the school to cast


command (DC 20) three times at all of the
This area has the following features:
characters. He explains that whenever a professor or
Dimensions & Terrain. A large semi-circular room
a high-ranking devil enters or leaves the classroom,
with marble floor and rows of stone tables with an
they should make it a practice to stand up and bow
aisle in the middle so students can walk up towards
to that creature.
them. Each table is accompanied by expensive and
Objectives/Goals. Professor Kadena explains that
wonderfully crafted seats. At the front and center is
the characters will be spending a year in this school
a large wooden desk and a regal chair with a high
while it is in Minauros. In that year, the characters
back. Behind the chair is a large blackboard.
are expected to showcase their abilities and prove
Lighting. A glass sphere attached to the center of
that they have what it takes to become a ruler fit for
the ceiling contains a soul inside. Upon command,
the Nine Hells.
the soul sheds light, bright enough for the whole
What Does He Know? Professor Kadena and Beusus
room.
provide the following information:
Smells and Sounds. The horrible smell from the
 The characters are here to learn. Each day for a
swamps outside has made its way here. The loud
year, the characters will undergo physical,
scratching of chalk against the blackboard can be
magical, mental, and spiritual training. Different
professors will teach the characters in different

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CCC-GSP04-01 Devil King High School: Year One 6
arts like politics, warfare, magic, combat, history,
CALL TO ACTION
etc.
The characters need to study in the Devil King High
 The characters will be graded. They will earn merit
School for a year, survive, and make sure they pass
points every time they perform well and lose
the midterm and final exams.
points for failure. The characters are expected to
be the best of the best*that was why they were
TREASURES
invited to attend this school.
 Grading will be based on passing skill checks, The characters are allowed to keep the Devil King

saving throws, rolling a natural 20, participation, School of Higher Learning uniform (clothes of

discipline, etc. See Appendix 1. mending).

 Lastly, there are two exams that the characters


need to pass: the midterms and finals. Based on
their performance, the archdukes of the Nine Hells
or even Asmodeus himself may grant one or more
of the characters approval to attend again next
school year and get closer to attaining power to
make whatever they desire a reality. Plus a ruling
position here in the infernal realms. That means
good-aligned students can get rid of devils or
change their evil ways if they want to.

Once professor Kadena gives all the information


needed by the characters, he summons a set of
folded magical uniforms, which are clothes of
mending, on his table. Each Devil King High School
student is required to wear one. Armor and other
accessories can be worn over it. Those who refuse to
wear the uniform will get a 3 point deduction on
their final grade. See Appendix 3 for more
information about the uniform.

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CCC-GSP04-01 Devil King High School: Year One 8
PART 2. MIDTERM EXAM: YEAR ONE
E STIMATED D URATION : 1 HOUR 0 MINUTES

CLASS 1-WRATH CLASSROOM


Six months have passed since the characters arrived  The attraction for the festival is required to make a
in Minauros and became Devil King High School minimum earning of 500 gp at the end of the day.
students. You can ask each player how they behaved All earnings will be submitted to the school at the
during those six months. Were they a model end of the festival.
student, a trouble maker, etc.? Based on their  The characters can use any of the school’s
description or how they roleplay it, you can add or facilities. If the players ask for something specific,
reduce up to 10 points in one or more categories in as a DM feel free to decide if it exists in the school
their grading sheet in Appendix 1. or not.
 Different merchants will also be present during
the festival to make the event as lively as possible.

CREATURE INFORMATION
After professor Kadena finishes his announcement,
Beusus flies from his shoulder and addresses the
characters.
Objectives/Goals. Professor Kadena and Beusus
want the characters to come up with an attraction
during the Devil King High School Festival that will
earn them a lot of money.
What Does He Know. Beusus provides the
following information to the characters:
 The characters need to do the following in the next
ten days*marketing, preparation, and execution
of the attraction on the day of the festival itself.
 The festival will be attended by other professors,
school staff, and the character’s upperclassmen
(Class 2 and Class 3). The school will also be open
to the residents of the city of Minauros.
 Visitors will mostly be devils.
 The party will be given a budget of 100 gp. If they
need to spend more, they will have to use their
own gold.

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CCC-GSP04-01 Devil King High School: Year One 9
STORY OBJECTIVE A
Participating in the school festival completes Story
Objective A.

DEVIL KING SCHOOL FESTIVAL CLASS 1-SLOTH


Maru (NE, goblin assassin) and his class decided to
increase the temperature of a nearby swamp to
boiling hot using magic. By listening for the past ten
days to devils who love torturing their own kind,
Class 1-Sloth was able to figure out the right water
temperature needed to provide the devils a hot and
relaxing bath. Any non-devil who bathes in the
This is when the characters execute whatever boiling swamp takes 1d6 fire damage every round
attraction they have come up with and any sale and must succeed on a DC 13 Constitution saving
activities attached to it. If the characters are unable throw or get poisoned.
to make a profit needed to pass the midterm exam Some of the devils who bathe in the boiling swamp
or want to exceed what the other classes have made, absorb the heat and all the foul elements in the
an aged but burly feminine barbed devil who chews water, resulting in a small area having clean and
devil ichor while carrying a checklist approaches the warm water, similar to a hot spring. Maru and the
characters and offers to give them gold in exchange rest of the class use the hot spring as an attraction
for their life force while they are in Minauros. For for mortals who want to enjoy a relaxing and
every hit point a character gives to the barbed devil, peaceful experience.
she will give 10 gp in exchange. Every hit point lost Armor, weapons, thick clothing, and any type of
decreases that character’s maximum hit points for footwear are not allowed when availing of Class-1
the duration of this adventure. The characters only Sloth’s attraction.
regain their normal maximum hit points once the Fees. 20 gp per person (hot spring), 40 gp (boiling
adventure has ended or if the players stop playing swamp). Renting an empty chest for storing
this adventure. belongings costs 10 gp. Having a student other than

OTHER ATTRACTIONS
the characters guard their items costs 30 gp. Lastly,
a towel costs 5 gp.

If the players are not pressed for time, their Possible Encounter. Characters who fail to hire a

characters can visit attractions made by other Class student to guard their belongings must succeed on a

1 students and merchants. As a DM, if you need to DC 11 Perception ability check or have all of their

keep the adventure run time within 2 hours, have nonmagical items stolen by a barbed devil. At the

the characters visit only one or two attractions. end of the festival, Class 1-Sloth gets too lazy to

Except when purchasing items from merchants, the wrap up their attraction and the hot spring actually

characters can use the money they earned to spend stays on the island until the end of the school year.

on these attractions. End of Day Earnings. 1,000 gp

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CCC-GSP04-01 Devil King High School: Year One 10
CLASS 1-LUST CLASS 1-ENVY
The twins Eros and Agape Glacier (CE, tiefling Bibi King (CN, yuan-ti, illusionist) and the rest of
enchanters) and the rest of the class converted their her class have come up with a prestigious beauty
classroom into a butler and maid café. The attractive pageant. Each contestant is backed up by sponsors
students of Class 1-Lust are all dressed as butlers and their fans who donated money to Class 1-Envy
and maids, which makes it difficult for any devils under the name of their favorite contestant. The
and mortals to resist availing their services. The winner gets the title of “The Most Beautiful Being in
students serve food, drinks, and, for the right price, the Nine Hells” and gets a prize of 1,000 gp. The
play mini-games like tic-tac-toe with their pageant is rigged however, to make sure that Bibi
customers. King, who actually participates, wins the whole
Fees. 100 gp per person entrance fee. Finger food thing.
and dessert is 25 gp. Drinks like hot milk or ale go Fees. 20 gp to watch the contest. It costs 100 gp to
for 20 gp. Playing mini-games with a maid or butler participate. Every 100 gp donation the participating
is 50 gp. Having a maid or a butler spoon-feed you characters receive gets a +1 to their Charisma
or perform any other similar service costs 200 gp. (Performance) ability checks during the contest.
Possible Encounter. Eros or Agape casts charm Possible encounter. If one or more characters
person or suggestion on one or more characters and participate in the beauty pageant, they must make
asks them to give them all of their gold. If caught, three DC 15 Charisma (Performance) ability checks:
the twins giggle and give an excuse that they are just one for the runway walk, another for the talent
trying to be playful with them. portion, and the last for the question and answer
End of Day Earnings. 2,500 gp portion. Feel free to give advantage if the characters
give a detailed explanation of their performance for
CLASS 1-GLUTTONY the respective part of the contest. A character who
Near the edge of the mountains, out in the open, the succeeds on all three ability checks wins the pageant
always hungry Toni Gura (N, halfling swashbuckler) but gets cheated by Bibi King. A character who
purchased a freshly killed tarrasque from a high- succeeds on a DC 14 Intelligence (Investigation)
end black market in Minauros. For the last 10 days ability check knows that Bibi King manipulated the
and with the help of the rest of the class, the results and can have her disqualified from the
tarrasque has been slowly roasted, seasoned, and pageant.
stuffed with rare herbs and spices. Its skin is now so End of Day Earnings. 1,500 gp
crispy, it breaks and cracks easily. There’s no need
to use a knife; a hand is enough to take pieces off of CLASS 1-GREED
this gargantuan delicacy. The tender meat is full of Bang Knuckles (LE, half-orc, blackguard) and the
umami flavor and melts inside the character’s rest of her class have occupied the school’s training
mouth. The tarrasque has definitely been cooked to area and built multiple metal poles with circular
perfection. hoops near the top end. They’ve also created round,
Fees. Eating is free. bouncy leather balls that can fit in the hoops.
Possible Encounters. Toni challenges one or more The goal of Class 1-Greed’s attraction is simple:
characters to an eating contest. If the characters  Each customer needs to stand 15 ft. away from the
manage to eat for 3 hours straight, Toni promises to metal pole.
share his lunch with those characters for the rest of  A large rack full of bouncing balls is then placed
the school year. If the characters fail, Toni must be next to the customer.
paid with 200 gp for each character that challenged  The customer needs to shoot as many balls as
him immediately. To win, a character needs to possible inside the hoop within 10 seconds. A
succeed on a DC 13 Constitution saving throw every player can roll a single d20 continuously within 10
hour or throw up and get an upset stomach. seconds and must succeed on a DC 14 Strength
End of Day Earnings. -14,600 gp (Athletics) or Dexterity (Acrobatics) ability check
to shoot one ball.

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CCC-GSP04-01 Devil King High School: Year One 11
 A customer who succeeds in shooting the ball 5 all the students, he has the highest chance of getting
times or more wins a 5-foot tall furry costume a ruling position once he graduates here in the Nine
filled with cotton that looks similar to Bang Hells. Have each character who attended the
Knuckles. seminar roll a DC 5 Intelligence (Investigation)
Fees. 10 gp to play Class-1 Greed’s game. ability check, on a success, they gain advantage on
Possible Encounter. If Bang sees one of the their next ability check during the festival.
characters playing, she makes a bet to see who can At the end of the seminar, devils can be seen
shoot more balls through the hoops within 10 requesting Arawyn to become their private tutor.
seconds. The winner can add whatever amount of They are prepared to offer gold and more, just for
gold they have won to their class’ end of day him to say yes. However, despite Arawyn becoming
earnings. As a DM, you can play this game as Bang a much busier student, if one or more characters ask
or have another player do it for you. Bang’s class has him to tutor them until the end of the school year
earned 1,500 gp during the school festival and she and donate 1,000 gp or more to Class 1-Pride’s end
will do her best to keep making bets until the of day earnings, he sees that the characters are
character she challenged is out of coins or their serious in learning and accepts their request.
class earning is gone. Characters who are tutored by Arawyn gain
End of Day Earnings. 1,500 gp. The amount can advantage on their roll during the Devil Summoning
change if Bang made a bet with one or more test in Part 3 of this adventure.
characters. End of Day Earnings. 10,000 gp plus whatever the
characters donate if they get Arawyn as their tutor
CLASS 1-PRIDE for the rest of the year.
Arawyn Rightpath (LG, high elf, abjurer) and the
rest of Class 1-Pride used the school’s theatre to do MERCHANTS
a basic learning seminar. The workshop contains Merchants from Mahadi’s Wandering Emporium
valuable information that only Devil King students have set up stalls inside the school during the school
get to learn, but for today it is accessible to the festival. Any of these merchants can sell any item
public. Topics about politics, economics, proper from Chapter 5 of the Player’s Handbook worth 50 gp
contract making, etiquette, and more can be learned or less. The merchants do not accept gold earned
even by the lowest level devils for free. from any Class 1 attraction as part of their deal with
The theatre is packed and devils from all corners the school.
of Minauros have gathered here to take advantage of They have also set up a 40 ft. by 40 ft. metal ring
this rare opportunity. cage where students can fight an iron cobra. For 20
Even though the seminar is free, the knowledge gp each, one or more characters can participate and
that the Class 1-Pride is giving away is simply so try to defeat the construct. If the characters defeat
valuable that devils voluntarily give gold coins, the iron cobra within 3 rounds, they win a small
gems, contracts, and other kinds of treasure as a wooden chest with a mystery prize inside.

DEVELOPMENT
donation. Some devils offer more in exchange for
learning more from the class, especially from
Arawyn, once the festival is over. The next day after the school festival, professor
Fees. None. Kadena and Beusus declare the earnings of each
Possible Encounters. If one or more characters class, announce whether they passed or not, and
attend the seminar, the truth is revealed right congratulate the class with the most coins. The
before their eyes. Arawyn is the smartest student in characters are also given updates on their grades so
Class 1 right now, and perhaps even in the whole far based on Appendix 1.
school. He has a good grasp of what the school has
taught them so far in the last six months and his
method of teaching is better than some of the
professors. A devil with the lowest intelligence can
still learn a thing or two from Awaryn’s lessons. Of

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CCC-GSP04-01 Devil King High School: Year One 12
TREASURES
The stuffed Bang Knuckles costume can be sold for 5
gp. The mystery prize from the cage match is
actually a potion of healing.

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CCC-GSP04-01 Devil King High School: Year One 13
PART 3. FINAL EXAM: YEAR ONE
E STIMATED D URATION : 0 HOUR 45 MINUTES

SUMMONING GROUNDS
Time passes and it is almost the end of the school  Lastly, the professors, guests, and non-Class 1
year. Only one activity is left and that is the final students are forbidden to interfere during the final
exam. exam. The students are expected to perform to the
best of their abilities, no matter what kind of
AREA INFORMATION situation arises.

This area has the following features: Any character that can cast find familiar and
Terrain. The summoning grounds is a large open summon an imp automatically passes the exam,
area within the school walls. The floor is covered received 2 points on their final exam, and does not
need to roll on the Devil Summoned table.
with smooth stone tiles.
Weather and Lighting. The crimson sky of FINAL EXAM
Minauros provides daylight within the area.
Have each character roll a d20 and consult the Devil
Smells and Sounds. The stench of the nearby
Summoning Table below for the result.
swamp reaches here. Drowning souls from outside
 If a character took damage during the summoning
the walls can be heard screaming for help. ritual and only have 10 hp or less, they get +3 on
the roll.
STORY OBJECTIVE B  If a character only has 5 hp or less, they get +5 on
Summoning a devil completes Story Objective B. the roll.
 If a character was tutored by Arawyn of Class 1-
CREATURE INFORMATION Pride, they get advantage on the roll.
 If a character gets to eat Toni Gura’s lunch during
All of the school’s professors, as well as guests, and the second half of the school year, they get +1 on
other important figures of Minauros are sitting the roll.
inside a view deck in front of the summoning  If a character used Class 1-Sloth’s hot spring
grounds. during the school festival and decided to use it
All of the Class 1 students are present and again before the final exam, they get +2 on the roll.
clustered together.
Objective. The guests are here to witness the
students’ abilities after one year of studying in Devil
King School of Higher Learning. The professors, on
the other hand, are here to conduct the final exam.
What Does He Know. Professor Kadena stands
from the viewing deck to address the students. He
uses the school’s magic to cast thaumaturgy so
everyone can hear him.
 Each student is required to draw a summoning
circle on the ground using their own blood. If the
players ask what the circle looks like, let them
design and decide its appearance!
 The characters are each handed a ceremonial
dagger to draw their blood, and they declare how
much damage they are willing to take. The more
hit points they sacrifice, the stronger the
summoning circle becomes.
 Each student who successfully summons a devil
passes the exam. The stronger the devil, the higher
their grades will be.

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CCC-GSP04-01 Devil King High School: Year One 14
CREATURE INFORMATION TREASURES
Once the characters are done summoning devils, For surviving a year in the Devil School of Higher
Bang and the rest of Class 1-Greed get too greedy Learning, each character receives a bag of holding
and sacrifice a lot of their blood in the hopes of
with some gold coins and gems inside. See the
summoning powerful devils. It instead ruins their
Rewards section to determine how much gold you
summoning circles, causing uncontrollable
merregon devils filled with rage to be summoned. can give each character.
The whole class of 1-Greed is currently unconscious.
Objective. Full of anger due to the effects of
imperfect summoning circles that called them, the
merregons attacks every student within the
summoning grounds. Four of these merregons
attack the characters.

By the time the characters defeat the merregons


that attacked them, the other students defeat the
rest of the raging devils that are still within the
summoning grounds.
A lot of the merregons have escaped the school
that caused havoc in the city of Minauros later in the
day. This incident reaches Lord Mammon himself.
Angry and disappointed with Class 1-Greed’s
actions, he blames the whole school and orders
them to evacuate his realm as soon as possible.

CONCLUSION
After the incident caused by Class 1-Greed, all of the
students are sent back to their dormitories to rest.
The next day, Professor Kadena and Beusus declare
that this will be their last day of class and reveal
their final grade using Appendix 1. For surviving a
year in the Devil School of Higher Learning, each
character receives a bag of holding. Every student of
Class 1-Wrath, especially the top 3 performing
students are invited to attend next year’s class. They
will all receive another invitation letter when the
time comes.
At the end of the class, black carriages pulled by
two nightmares wait for the characters in front of
the school to take them back home to the Material
Plane.

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CCC-GSP04-01 Devil King High School: Year One 15
REWARDS
The characters receive rewards based upon their accomplishments. Aside from advancement, these rewards are
earned during the session.

PLAYER REWARDS MAGIC ITEMS


If found during the adventure, the characters can
The characters earn the following rewards:
keep the following magic items; these items are
ADVANCEMENT described in Appendix 3.
 Clothes of Mending
Upon completing this adventure, each character
 Bag of Holding
gains a level. At their discretion, they may choose to
 Potion of Healing
decline advancement. Remind those that express an
interest in this that they have a limit to how much
DUNGEON MASTER REWARDS
gold they can earn per level; declining advancement
means that they may reach a point where they earn For running this adventure, you gain a DM Reward.
This reward can be redeemed for levels, magic
no gold.
items, and other season-themed things. See the
GOLD Adventurers League DM Rewards document for
more info.
Award each character gold for each hour of the
session. Adventures typically features cues for this,
but you can add it where you see fit. The maximum
gold that you can award a character per hour is
determined by their tier, as follows:

Tier Hourly GP Reward GP Limit Per Level


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

STORY AWARDS
The characters unlock the following story award for
completing the adventure:

Banned: Minauros. Mammon’s baleful gaze is


upon you. Perhaps you angered him directly, or
perhaps your actions caused a disruption in his
operations*whatever the case may be, he has
elected to ban you from Minauros, the third layer of
the Nine Hells, entirely. You can’t participate in
further adventures in this place.
A character with this story award may visit
other areas of the Nine Hells but is banned from
Minauros. This story award is described in Appendix
4.

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CCC-GSP04-01 Devil King High School: Year One 16
DRAMATIS PERSONAE
The following NPCs and locations feature prominently in this adventure.

Professor Kadena (KA-de-na). A master interrogator, Eros and Agape Glacier (ER-os, A-GA-pe gla-SHer).
Kadena is a chain devil who always wears the The top students of Class 1-Lust. The twins were a
school's uniform for professors, which is a velvet couple of urchins who grew up in Waterdeep. Both
black robe with hellish designs. All of Kadena's tieflings have four horns like Asmodeus himself.
chains are gilded and do not like to wrap it around Eros has a tiny mole next to his right eye, while
his neck since it covers all of his tattoos. Agape's mole is located at the left side of her lips.
What They Want. Same as the other professors, What They Want. The twins have a twisted belief
Kadena wants to unlock every student's potential that they can only be accepted and loved by society
and produce future leaders for the Nine Hells. if they rule over them.
Torture Expert. Kadena "grew up" in Jangling Loved by Asmodeus. Rumor has it that the twins
Hitter, a place famous for torturing souls, demons, are blessed by Asmodeus, as they have the same
devils, and other planar beings who plotted against type of horns as the lord of the Nine Hells himself. It
the Nine Hells. If a student shows interest in this art is also rumored that the noble who taught them how
form, Kadena is more than happy to share what he to use arcane magic was a cultist of Asmodeus.
knows.
Toni Gura (TOW-ni GU-ra). The top student of Class
Beusus (BEW-sus). A white-skinned imp and the 1-Gluttony. Toni is an old, always salivating halfling
partner of professor Kadena. Beusus only has one who spent all of his fortunes on food.
black horn located at the center of his forehead. His What They Want. Toni wants to have the freedom
tail also has uniquely-shaped flaps on it, making it and ability to eat whatever he wants without any
resemble a key. consequences. He literally wants to eat everything *
What They Want. To assist professor Kadena at his food, people, the world, all of it.
tasks to the best of his abilities. Always Hungry. Toni really loves to eat and when
Key Imp. Beusus is one of the key imps of Devil food is not available, he eats whatever he sees. Class
King School of Higher Learning. This means he has 1-Gluttony has a lot of broken chairs caused by Toni
access and can provide access to the magic, chewing on it.
equipment, and facilities of the school.
Bibi King (Bi-Bi KING). The top student of Class 1-
Maru (MA-ru). The top student of Class 1-Sloth. Envy. Bibi firmly believes that everything is ugly,
Maru is a lazy goblin who is actually a genius. He including herself. She is a tall and scrawny yuan-ti
has yellow sharp eyes and keempee style blue hair. with long purple hair and scales around her face.
He saves up his energy and only participates in The lower half of her body is serpentine-like.
activities only if it is necessary. What They Want. Bibi wants the power to make
What They Want. Maru entered the Devil King everything beautiful according to her standards, no
School of Higher Learning to find the most efficient matter the cost.
way of killing adventurers. Fabricated Beauty. Bibi hates being a yuan-ti.
Hates Adventurers. Though Maru does his best to Whenever she is in public or meets someone new
hide his feelings about adventurers while at school, that is beautiful, she uses her illusion magic to copy
he harbors a burning hatred of them. Long ago, a that person's appearance until she finds someone
party slaughtered his innocent family and prettier.
tribemates just because they found a stolen treasure
worth 50 gp.

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CCC-GSP04-01 Devil King High School: Year One 17
Bang Knuckles (bang nuhk-uhls). The top student of leadership of their merchant lord, Mahadi the
Class-1 Greed. A half-orc who always wants to prove Rakshasa.
that she is the best. Born from an arranged marriage What They Want. Most, if not all of the merchants
between the son of an orc chieftain and the daughter in the Wandering Emporium want to make enough
of a goliath tribe leader, Bang was conceived with gold to pay off their debt to Mahadi and be free.
the expectation of bringing the strongest warrior Asmodeus Spy. Although it is not confirmed, they
into the world. say that Mahadi and the rest of the Wandering
What They Want. Failure is not an option for Bang. Emporium act as the eyes and ears of Asmodeus
She wants to acquire the power to defeat the throughout the Nine Hells.
strongest warriors and prove to her parents and
family that she is the strongest of them all.
Sports Freak. Bang loves sports and winning. From
gladiator fights, shooting arrows, or any activity
where she can showcase her strength.

Arawyn Rightpath (A-RA-win rayt-paTH). The top


student of Class-1 Pride and perhaps the smartest
student currently attending the Devil King School of
Higher Learning. The neat and proper high elf
Arawyn has long golden hair, fair skin, and green
eyes. He is the last member of an elven tribe that
was mercilessly murdered by an unknown assailant.
What They Want. Arawyn wants to spread peace
and prosperity to the world. He wants to make sure
that nobody should experience the loss that he
suffered when he was young. He believes that he
alone can convert the Nine Hells into a realm full of
good creatures.
Dark Secret. ***** *** ** **** ****** *******
****** *** *** *****.

Devil King School of Higher Learning. Also known as


Devil King High School, it is a prestigious place of
learning for future leaders of the Nine Hells. The
school sits on top of a magical island that can travel
to different layers of the Nine Hells.
What They Want. The school wants to produce
competent and strong leaders that can rule the
devils living in the Nine Hells. In exchange for
becoming a ruler in hell, the school offers its
students the power to fulfill whatever they desire
once they graduate.
Made by Asmodeus. It is said that the ruler of the
Nine Hells himself ordered his servants to create
this school to make sure he gets the best and the
brightest from the Material Plane.
The Wandering Emporium. A travelling menagerie of
merchants, artisans, and misfits in the Nine Hells
who perform trades and sell their wares under the

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CCC-GSP04-01 Devil King High School: Year One 18
CREATURE STATISTICS

Medium fiend (devil), lawful evil Tiny fiend (devil), lawful evil

Armor Class 16 (natural armor) Armor Class 13


Hit Points 85 (10d8 + 40) Hit Points 10 (3d4 + 3)
Speed 30 ft. Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Saving Throws Con +7, Wis +4, Cha +5 Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison Damage Immunities fire, poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 8 Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft. Languages Infernal, Common
Challenge 8 (3,900 XP) Challenge 1 (200 XP)

Devil’s Sight. Magical darkness doesn't impede the devil's Shapechanger. The imp can use its action to polymorph into a
darkvision. beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly
Magic Resistance. The devil has advantage on saving throws 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form.
against spells and other magical effects. 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.
Multiattack. The devil makes two attacks with its chains. Devil’s Sight. Magical darkness doesn't impede the devil's
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. darkvision.
Hit: 11 (2d6 + 4) slashing damage. The target is grappled Magic Resistance. The devil has advantage on saving throws
(escape DC 14) if the devil isn't already grappling a creature. against spells and other magical effects.
Until this grapple ends, the target is restrained and takes 7
(2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest). Up Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,
to four chains the devil can see within 60 feet of it magically reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
sprout razor-edged barbs and animate under the devil's the target must make a DC 11 Constitution saving throw,
control, provided that the chains aren't being worn or carried. taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one.
Each animated chain is an object with AC 20, 20 hit points,
resistance to piercing damage, and immunity to psychic and Invisibility. The imp magically turns invisible until it attacks,
thunder damage. When the devil uses Multiattack on its turn, or until its concentration ends (as if concentrating on a spell).
it can use each animated chain to make one additional chain Any equipment the imp wears or carries is invisible with it.
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.

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.

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CCC-GSP04-01 Devil King High School: Year One 19
Medium fiend (devil), lawful evil Medium humanoid (goblin), neutral evil

Armor Class 15 (natural armor) Armor Class 15 (studded leather armor)


Hit Points 110 (13d8 + 52) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.

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

Saving Throws Str +6, Con +7, Wis +5, Cha +5 Saving Throws Dex +6, Int +4
Damage Resistances cold; bludgeoning, piercing, and slashing Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
from nonmagical attacks that aren't silvered Damage Resistances poison
Damage Immunities fire, poison Senses passive Perception 13
Condition Immunities poisoned Languages Thieves’ cant, Common, Goblin
Senses darkvision 120 ft., passive Perception 18 Challenge 5 (1,800 XP)
Languages Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP) Assassinate. During its first turn, the assassin has advantage on
attack rolls against any creature that hasn't taken a turn. Any hit
Barbed Hide. At the start of each of its turns, the barbed devil the assassin scores against a surprised creature is a critical hit.
deals 5 (1d10) piercing damage to any creature grappling it. Evasion. If the assassin is subjected to an effect that allows it to
Devil’s Sight. Magical darkness doesn't impede the devil's make a Dexterity saving throw to take only half damage, the
darkvision. assassin instead takes no damage if it succeeds on the saving
Magic Resistance. The devil has advantage on saving throws throw, and only half damage if it fails.
against spells and other magical effects. Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of
Multiattack. The devil makes three melee attacks: one with an ally of the assassin that isn't incapacitated and the assassin
its tail and two with its claws. Alternatively, it can use Hurl doesn't have disadvantage on the attack roll.
Flame twice.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage. Multiattack. The assassin makes two shortsword attacks.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Hit: 10 (2d6 + 3) piercing damage. target. Hit: 6 (1d6 + 3) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one
poison damage on a failed save, or half as much damage on a
target. Hit: 10 (3d6) fire damage. If the target is a flammable
successful one.
object that isn't being worn or carried, it also catches fire.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.

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CCC-GSP04-01 Devil King High School: Year One 20
Medium humanoid (tiefling), chaotic evil Medium humanoid (halfling), neutral

Armor Class 12 (15 with mage armor) Armor Class 17 (leather armor)
Hit Points 40 (9d8) Hit Points 66 (12d8 + 12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)

Saving Throws Int +6, Wis +4 Skills Acrobatics +8, Athletics +5, Persuasion +6
Skills Arcana +6, History +6 Senses passive Perception 10
Senses passive Perception 11 Languages Common
Languages Common, Infernal, Elvish, Primordial Challenge 3 (700 XP)
Challenge 5 (1,800 XP)
Lightfooted. The swashbuckler can take the Dash or Disengage
Spellcasting. The enchanter is a 9th-level spellcaster. Its action as a bonus action on each of its turns.
spellcasting ability is Intelligence (spell save DC 14, +6 to hit with
Suave Defense. While the swashbuckler is wearing light or no
spell attacks). The enchanter has the following wizard spells
armor and wielding no shield, its AC includes its Charisma
prepared:
modifier.
Cantrips (at will): friends, mage hand, mending, message
1st level (4 slots): charm person*, mage armor, magic missile
Multiattack. The swashbuckler makes three attacks: one with
2nd level (3 slots): hold person*, invisibility, suggestion*
a dagger and two with its rapier.
3rd level (3 slots): fireball, haste, tongues
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
4th level (3 slots): dominate beast*, stoneskin
or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
5th level (2 slots): hold monster*
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
*Enchantment spell of 1st level or higher.

Quarterstaff. 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.

Instinctive Charm (Recharges after the Enchanter Casts an


Enchantment Spell of 1st level or Higher). The enchanter
tries to magically divert an attack made against it, provided
that the attacker is within 30 feet of it and visible to it. The
enchanter must decide to do so before the attack hits or
misses.
The attacker must make a DC 14 Wisdom saving throw. On a
failed save, the attacker targets the creature closest to it,
other than the enchanter or itself. If multiple creatures are
closest, the attacker chooses which one to target.

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CCC-GSP04-01 Devil King High School: Year One 21
Medium humanoid (yuan-ti), chaotic neutral Medium humanoid (half-orc), lawful evil

Armor Class 12 (15 with mage armor) Armor Class 18 (plate armor)
Hit Points 38 (7d8+7) Hit Points 153 (18d8 + 72)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)

Saving Throws Int +5, Wis +2 Saving Throws Wis +5, Cha +5
Skills Arcana +5, History +5 Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 10 Senses passive Perception 12
Languages Common, Infernal, Abyssal, Draconic Languages Common
Challenge 3 (700 XP) Challenge 8 (3,900 XP)

Displacement (Recharges after the Illusionist Casts an Illusion Spellcasting. The blackguard is a 10th-level spellcaster. Its
Spell of 1st Level or Higher). As a bonus action, the illusionist spellcasting ability is Charisma (spell save DC 13, +5 to hit with
projects an illusion that makes the illusionist appear to be spell attacks). It has the following paladin spells prepared:
standing in a place a few inches from its actual location, causing 1st level (4 slots): command, protection from evil and good,
any creature to have disadvantage on attack rolls against the thunderous smite
illusionist. The effect ends if the illusionist takes damage, it is
2nd level (3 slots): branding smite, find steed
incapacitated, or its speed becomes 0.
3rd level (2 slots): blinding smite, dispel magic
Spellcasting. The illusionist is a 7th-level spellcaster. its
spellcasting ability is Intelligence (spell save DC 13, +5 to hit with
spell attacks). The illusionist has the following wizard spells
Multiattack. The blackguard makes three attacks with its
prepared:
glaive or its shortbow.
Cantrips (at will): dancing lights, mage hand, minor illusion,
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
poison spray
target. Hit: 9 (1d10 + 4) slashing damage.
1st level (4 slots): color spray*, disguise self*, mage armor, magic
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
missile
one target. Hit: 5 (1d6 + 2) piercing damage.
2nd level (3 slots): invisibility*, mirror image*, phantasmal force
Dreadful Aspect (Recharges after a Short or Long Rest). The
3rd level (3 slots): major image*, phantom steed* blackguard exudes magical menace. Each enemy within 30
4th level (3 slots): phantasmal killer* feet of the blackguard must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. If a frightened
target ends its turn more than 30 feet away from the
*Illusion spell of 1st level or higher.
blackguard, the target can repeat the saving throw, ending
the effect on itself on a success.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1)
bludgeoning damage if used with two hands.

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CCC-GSP04-01 Devil King High School: Year One 22
Medium humanoid (high elf), lawful good Medium construct, unaligned

Armor Class 12 (15 with mage armor) Armor Class 13


Hit Points 84 (13d8 + 26) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 1 (-5)

Saving Throws Int +8, Wis +5 Skills Stealth +7


Skills Arcana +8, History +8 Damage Immunities poison; bludgeoning, piercing, and slashing
Senses passive Perception 11 from nonmagical attacks that aren't adamantine
Languages Common, Elvish, Infernal, Draconic Condition Immunities charmed, exhaustion, frightened,
Challenge 9 (5,000 XP) paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Arcane Ward. The abjurer has a magical ward that has 30 hit Languages understands one language of its creator but can't
points. Whenever the abjurer takes damage, the ward takes the speak
damage instead. If the ward is reduced to 0 hit points, the abjurer Challenge 4 (1,100 XP)
takes any remaining damage. When the abjurer casts an
abjuration spell of 1st level or higher, the ward regains a number Magic Resistance. The iron cobra has advantage on saving
of hit points equal to twice the level of the spell. throws against spells and other magical effects.
Spellcasting. The abjurer is a 13th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8 to hit with
spell attacks). The abjurer has the following wizard spells Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
prepared: Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Constitution saving throw or suffer
Cantrips (at will): blade ward, dancing lights, mending, message,
one random poison effect:
ray of frost
1. Poison Damage: The target takes 13 (3d8) poison damage.
1st level (4 slots): alarm*, mage armor, magic missile, shield*
2. Confusion: On its next turn, the target must use its action to
2nd level (3 slots): arcane lock*, invisibility
make one weapon attack against a random creature it can see
3rd level (3 slots): counterspell*, dispel magic*, fireball within 30 feet of it, using whatever weapon it has in hand and
4th level (3 slots): banishment*, stoneskin* moving beforehand if necessary to get in range. If it's holding
5th level (2 slots): cone of cold, wall of force no weapon, it makes an unarmed strike. If no creature is
visible within 30 feet, it takes the Dash action, moving toward
6th level (1 slots): flesh to stone, globe of invulnerability*
the nearest creature.
7th level (1 slot): symbol*, teleport
3. Paralysis: The target is paralyzed until the end of its next
turn.
*Abjuration spell of 1st level or higher.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1)
bludgeoning damage if used with two hands.

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CCC-GSP04-01 Devil King High School: Year One 23
Medium fiend (devil), lawful evil Medium fiend (devil), lawful evil

Armor Class 16 (natural armor) Armor Class 7


Hit Points 45 (6d8 + 18) Hit Points 13 (3d8)
Speed 30 ft. Speed 15 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1) 10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4)

Damage Resistances cold; bludgeoning, piercing, and slashing Damage Resistances cold
from nonmagical attacks that aren't silvered Damage Immunities fire, poison
Damage Immunities fire, poison Condition Immunities charmed, frightened, poisoned
Condition Immunities frightened, poisoned Senses darkvision 120 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 11 Languages understands Infernal but can't speak
Languages understands Infernal but can't speak, telepathy 120 Challenge 0 (0 or 10 XP)
ft.Challenge 4 (1,100 XP)
Devil's Sight. Magical darkness doesn't impede the merregon's
Devil's Sight. Magical darkness doesn't impede the merregon's darkvision.
darkvision.
Hellish Rejuvenation. A lemure that dies in the Nine Hells comes
Magic Resistance. The merregon has advantage on saving
back to life with all its hit points in 1d10 days unless it is killed by
throws against spells and other magical effects. a good-aligned creature with a bless spell cast on that creature
or its remains are sprinkled with holy water.

Multiattack. The merregon makes two halberd attacks, or if


an allied fiend of challenge rating 6 or higher is within 60 feet Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
of it, the merregon makes three halberd attacks. Hit: 2 (1d4) bludgeoning damage100/400 ft., one target. Hit: 7
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one (1d10 + 2) piercing damage.
target. Hit: 9 (1d10 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

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CCC-GSP04-01 Devil King High School: Year One 24
Medium fiend (devil), lawful evil Steadfast. The devil can't be frightened while it can see an allied
creature within 30 feet of it.
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft. Multiattack. The devil makes two attacks: one with its beard and
one with its glaive.
STR DEX CON INT WIS CHA Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a
DC 12 Constitution saving throw or be poisoned for 1 minute.
Saving Throws Str +5, Con +4, Wis +2 While poisoned in this way, the target can't regain hit points. The
Damage Resistances cold; bludgeoning, piercing, and slashing from target can repeat the saving throw at the end of each of its turns,
nonmagical attacks that aren't silvered ending the effect on itself on a success.
Condition Immunities poisoned
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Senses darkvision 120 ft., passive Perception 10
Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other
Languages Infernal, telepathy 120 ft.
than an undead or a construct, it must succeed on a DC 12
Challenge 3 (700 XP)
Constitution saving throw or lose 5 (1d10) hit points at the start of
each of its turns due to an infernal wound. Each time the devil hits
Devil's Sight. Magical darkness doesn't impede the devil's darkvision. the wounded target with this attack, the damage dealt by the
wound increases by 5 (1d10). Any creature can take an action to
Magic Resistance. The devil has advantage on saving throws against stanch the wound with a successful DC 12 Wisdom (Medicine)
spells and other magical effects.
check. The wound also closes if the target receives magical
healing.

(spell save DC 21). The pit fiend can innately cast the following spells,
Large fiend (devil), lawful evil requiring no material components:

Armor Class 19 (natural armor) At will: detect magic, fireball


Hit Points 300 (24d10 + 168) 3/day each: hold monster, wall of fire
Speed 30 ft., fly 60 ft. Magic Resistance. The pit fiend has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
Magic Weapons. The pit fiend's weapon attacks are magical..
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)

Saving Throws Dex +8, Con +13, Wis +10


Multiattack. The pit fiend makes four attacks: one with its bite, one
Damage Resistances cold; bludgeoning, piercing, and slashing from
with its claw, one with its mace, and one with its tail.
nonmagical attacks that aren't silvered
Damage Immunities fire, poison Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22
Condition Immunities poisoned (4d6 + 8) piercing damage. The target must succeed on a DC 21
Senses truesight 120 ft., passive Perception 14 Constitution saving throw or become poisoned. While poisoned in
Languages Infernal, telepathy 120 ft. this way, the target can't regain hit points, and it takes 21 (6d6)
Challenge 20 (25,000 XP) poison damage at the start of each of its turns. The poisoned target
can repeat the saving throw at the end of each of its turns, ending the
Fear Aura. Any creature hostile to the pit fiend that starts its turn effect on itself on a success.
within 20 feet of the pit fiend must make a DC 21 Wisdom saving Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17
throw, unless the pit fiend is incapacitated. On a failed save, the (2d8 + 8) slashing damage.
creature is frightened until the start of its next turn. If a creature's Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15
saving throw is successful, the creature is immune to the pit fiend's (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Fear Aura for the next 24 hours.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24
Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (3d10 + 8) bludgeoning damage.

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CCC-GSP04-01 Devil King High School: Year One 25
APPENDIX 1. CLASS 1-WRATH GRADING SHEET

DEVIL KING SCHOOL OF HIGHER LEARNING CLASS 1-WRATH GRADING SHEET


*Give 1 point to a character every time they exhibit one of the qualities described below. You can also deduct points
every time a character does the opposite. Feel free to add more qualities as you see fit.
Qualities Character Character Character Character Character Character Character
1 2 3 4 5 6 7
Fraternize -
Interacting with NPCs
and other characters
Excellence - Passing
ability checks and
saving throws
Devil King Potential
- Rolling a natural 20
Brilliance - Coming
up with solutions,
strategies, and/or
rule of cool actions.
Bloodlust - Dealing
the final blow to an
enemy.
Midterm Exam -
Earned 1,000 gold (1
point), 3,000 gold (2
points), 5,000 gold (3
points), beyond 5,000
gold (4 points)
Final Exam -
Summon a lemure (1
point), imp (2 points),
bearded devil (3
points), pit fiend (20
points)
Lawful – Following
the rules, wearing a
uniform, reporting
violations, etc.

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CCC-GSP04-01 Devil King High School: Year One 26
APPENDIX 2. INVITATION LETTER (PLAYER
HANDOUT)
Dear Adventurer,
Dear Adventurer,

We are pleased to inform you that you have been selected to become a year one student at the
prestigious Devil Schoo l of Higher Learning located in the Nine Hells .
We are pleased to inform you that you have been selected to become a year one student at the prestigious Devil School of Higher
Learning located in the Nine Hells.

Admission to our program is very competitive. We have admitted you because we think that you have
the potential to become a future ruler of the infernal realms. A person of power who can influence
or even change the fate of the devils or even the multiverse itself (yes, it exists).
Admission to our program is very competitive. We have admitted you because we think that you have the potential to become a
future ruler of the infernal realms. A person of power who can influence or even change the fate of the devils or even the multiverse
itself (yes, it exists).

In addition to potentially becoming a leader in the Nine Hells, the supreme ruler Asmodeus is also
generous enough to grant any student who graduates anything that their heart desires. Note that
it will take years or even decades before someone can graduate from the Devil King School of
Learning, and only a few have.
In addition to potentially becoming a leader in the Nine Hells, the supreme ruler Asmodeus is also generous enough to grant a ny
student who graduates anything that their heart desires. Note that it will take years or even decades before someone can graduate
from the Devil King School of Learning, and only a few have.

We are eager to have you join us and spend a year of your life at our school.
We are eager to have you join us and spend a year of your life at our school.

If you accept, kindly sign this letter with your blood and we will immediately send someone to pick
you up from your current location.
If you accept, kindly sign this letter with your blood and we will immediately send someone to pick you up from you r current location.

Best Regards,
Best Regards,

DEVIL KING SCHOOL OF HIGHER LEARNING


DEVIL KING SCHOOL OF HIGHER LEARNING

________________________
Sign Here
Sign Here

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CCC-GSP04-01 Devil King High School: Year One 27
APPENDIX 3. CHARACTER REWARDS
Characters completing this adventure’s objective unlock these magic items.

DEVIL KING SCHOOL OF closes. The gate is one-way only and can't be

HIGHER LEARNING UNIFORM


reopened.
The bag is dark blue with grey straps and a strap of
(CLOTHES OF MENDING) metallic fastener at the top that binds the edges of
the opening. The bag of holding also has the
Wondrous Item, common school’s logo at the side with a small devil toy
trinket hanging from one of the straps.
This elegant outfit of traveler's clothes magically This item can be found in the Dungeon Master’s
Guide.
mends itself to counteract daily wear and tear.
Pieces of the outfit that are destroyed can't be
repaired in this way.
POTION OF HEALING
Potion, common
This standard set of clothing for students is a
combination of black trousers or a red skirt, You regain 2d4+2 hit points when you drink this
together with a black top decorated with gold potion. The potion's red liquid glimmers when
outlines and buttons. The fabric of the uniform is agitated.
specially made to make it easy and comfortable to
wear under armor.
This item can be found on the Common Magic
Item Table in Xanathar’s Guide to Everything.

DEVIL KING SCHOOL OF


HIGHER LEARNING BAG
(BAG OF HOLDING)
Wondrous Item, uncommon

This bag has an interior space considerably larger


than its outside dimensions, roughly 2 feet in
diameter at the mouth and 4 feet deep. The bag can
hold up to 500 pounds, not exceeding a volume of
64 cubic feet. The bag weighs 15 pounds, regardless
of its contents. Retrieving an item from the bag
requires an action.
If the bag is overloaded, pierced, or torn, it
ruptures and is destroyed, and its contents are
scattered in the Astral Plane. If the bag is turned
inside out, its contents spill forth, unharmed, but
the bag must be put right before it can be used
again. Breathing creatures inside the bag can
survive up to a number of minutes equal to 10
divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate.
Placing a bag of holding inside an
extradimensional space created by a Heward's
handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to
the Astral Plane. The gate originates where the one
item was placed inside the other. Any creature
within 10 feet of the gate is sucked through it to a
random location on the Astral Plane. The gate then

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CCC-GSP04-01 Devil King High School: Year One 28
APPENDIX 4. STORY AWARDS
During this adventure, the characters earn the following story award.

BANNED: MINAUROS
Mammon’s baleful gaze is upon you. Perhaps you
angered him directly, or perhaps your actions
caused a disruption in his operations*whatever the
case may be, he has elected to ban you from
Minauros, the third layer of the Nine Hells, entirely.
You can’t participate in further adventures in this
place.
A character with this story award may visit
other areas of the Nine Hells but is banned from
Minauros.

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CCC-GSP04-01 Devil King High School: Year One 29
APPENDIX 5. DUNGEON MASTER TIPS
To DM an adventure, you must have 3 to 7 players* Each player is responsible for maintaining an
each with their own character within the accurate logsheet. If you have time, you can do a
adventure’s level range (see Adventure Primer). quick scan of a player’s character sheet to ensure
Characters playing in a hardcover adventure may that nothing looks out of order. If you see magic
continue to play to but if they play a different items of very high rarities or strange arrays of
hardcover adventure, they can’t return to the first if ability scores, you can ask players to provide
outside its level range. documentation for the irregularities. If they cannot,
feel free to restrict item use or ask them to use a
standard ability score array.
Point players to the D&D Adventurers League
Players Guide for reference. If players wish to spend
downtime days and it’s the beginning of an
adventure or episode, they can declare their activity
and spend the days now, or they can do so at the end
of the adventure or episode. Players should select
their characters’ spells and other daily options prior

PREPARING THE ADVENTURE


to the start of the adventure, unless the adventure
specifies otherwise. Feel free to reread the

Before you start play, consider the following: adventure description to help give players hints

 Read through the adventure, taking notes of about what they might face.

ADJUSTING THIS ADVENTURE


anything you’d like to highlight or remind yourself
of while running the adventure, such as a way
you’d like to portray an NPC or a tactic you’d like To determine whether you should consider
to use in a combat. Familiar yourself with the adjusting the adventure, add up the total levels of all
adventure’s appendices and handouts. the characters and divide the result by the number
 Gather any resources you’d like to use to aid you in of characters (rounding .5 or greater up; .4 or less
running this adventure--such as notecards, a DM down). This is the group’s average party level (APL).
screen, miniatures, and battlemaps. To approximate the party strength for the
 Ask the players to provide you with relevant adventure, consult the table below.
character information, such as name, race, class,
and level; passive Wisdom (Perception), and
anything specified as notable by the adventure
(such as backgrounds, traits, flaws, etc.)

Players can play an adventure they previously


played as 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 advancement and treasure checkpoints,
downtime days, and renown. These are updated at
the conclusion of the session. The adventure
information and your information is added at the
end of the adventure session*whether the
completed the adventure or not.

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CCC-GSP04-01 Devil King High School: Year One 30
APPENDIX 6. GREASY SNITCHES - ABOUT US
WHO WE ARE IN THE REAL GREASY SNITCHES
WORLD? ADVENTURES
We are a group of nerds based in the Philippines Did you enjoy this adventure? Then you might like
who love playing Dungeons & Dragons, specifically other Greasy Snitches adventures we have available!
D&D Adventurers League. We recently sold our souls Feel free to check them at DMsGuild.com:
and swore eternal servitude to a mysterious
 CCC-GSP01-01 A Dragon’s Breath by Paul Gabat
benefactor, and long story short, we are now tasked
to bring all adventurers together. We do so by  CCC-GSP01-02 Brotherhood by Paul Gabat

creating events where we promote fun and  CCC-GSP01-03 Tainted Love by Paul Gabat
friendship through adventures of all kinds. (TL;DR:  CCC-GSP02-01 Minauros Unchained by Paul
we run tabletop RPG events!) Gabat

HOW TO REACH US?  CCC-GSP02-02 Stygia Untamed by Paul Gabat


 CCC-GSP-PHIL01-02 The Murmuring Hollow of
Find out what we’re up to by following us on social the Flooded Forest by Lanz Frago
media, or contact us for any collaborations you
 CCC-GSP-PHIL01- The Whispering Shadows of
might want to do. You can check the links below.
the Eldest Ruins by Niccolo Estrella
Website: www.greasysnitches.com  CCC-GSP-FEAR01-01 Beneath the Bleeding Tree
Facebook: fb.com/greasysnitchespresents by Kristoff Alejo
Instagram: @GreasySnitchesPresents
 CCC-GSP-NTHR01-01 A Night of Sorrows by
Twitter: @GreasySnitches
Mikel Alexander Barrenechea
Email: GreasySnitches@gmail.com
 CCC-GSP-OOZE01-01 Oozing Hunger by Nicholas
TWITTER Noel Cavada-Guillermo
 CCC-GSP-MON01-01 Shadows of Despair by
Feel free to follow our authors in Twitter:
Ramon Macutay
Paul Gabat - @DMPaulG
Lanz Frago - @wasabibuns
Niccolo Estrella + @Niccoloestrella
Nicholas Noel Cavada-Guillermo - @NDbarbarian
Mikel Alexander Barrenechea - @MundaneArcane
Kristoff Alejo - @Fudgetop
Ramon Macutay - @gmtristan
Ian Viernes - @ianianangelo

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CCC-GSP04-01 Devil King High School: Year One 31

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