Descent into Avernus

(Jeff_L) #1

ARK HAN THE CRUEL


The dragooborn Arkhan the Cruel (see page 111 for


his stat block) is in the tent along with his manticore


companion, Chango, and Torogar Steelfist, his savage


minotaur bodyguard (see the accompanying stat block).


Arkhan visits the monument to commune with his
queen and report on his ongoing battle of wills to mas-

ter the Hand ofVecna, which came into his possession


during a brief excursion to the world ofExandria.


If the characters approach Arkhan's encampment, the


twelve white abisbai (see page 241 for their stat block)


at the camp rush forward to intercept them. Characters


accompanied by Krull the tortle (see "Arkhan's Tower,"
page 110) or who have something Arkhan might con-

sider valuable are permitted to approach his camp.


Arkhan beUeves he can use the Hand ofVecna to


unlock the means of freeing Tiamat from her prison
in the Nine Hells, but only if the hand doesn't kill him

first. The hand is slowly corrupting Arkhan's flesh and


decomposing his body on one side. To stave off this
decline, Arkhan needs to use the Hand of Vecna to snuff
the life out of good-aUgned creatures. If the characters

try to cut a deal with Arkban-for a vial ofTiamat's


blood or help contacting the dragon queen berself-


Arkban demands the sacrifice of a good-aligned crea-


ture in exchange. Lulu is an ideal candidate, as is the


unicorn Mooncolor (see "Demon Zapper," page 106).

Sacrificing such a creature to Arkhan is an evil act.


[n battle, Arkhan uses branding smite to channel the


radiant power of Tiamat into bis weapon attacks. If a


fight turns against him, he uses the teleport power of the


Hand ofVecna to return to his tower with as many allies


as possible. Should one or more of his comrades fall


in battle, Arkban uses revivify and raise dead spells to


bring them back to life as soon as possible.


If Arkhan finds himself overwhelmed with opposition,
he orders the abishai to attack. Arkhan can also use a

bonus action to call forth Asojano, a chimera lairing


in the depths of the colossal dragon skull. This evil


monster in the service ofTiamat considers Arkhan a


friend and ally.


DEVELOPMENT


The characters most likely come here to bargain with


Arkhan for a vial ofTiamat's blood in his possession.
If they acquire this reliquary, they can return Tia mat's

blood to Uldrak and use it to break his curse. Uldrak


excitedly splashes the vial's hissing contents onto the

ground at his feet. Moments later, he sheds his fiendish


skin and grows back into his true form, that of a lawful

evil empyrean. Laughing gleefully, Uldrak yanks his


sword from the ground and gladly provides the char-


acters with a gallon of his blood so they can break the


curse on Ralzala. When this is done, he casts plane shift


to return to the realm of his deity, Surtur.
Returning to the demon zapper, the characters find
that Ralzala also honors her word. After gulping down

the empyrean's blood to free herself from her pact, she


etches her letter of introduction to Bel onto a basalt

tablet and directs the characters to his volcanic lair. The


adventure continues in Bel's Forge.

BEL'S FORGE
AN OUSTED ARCHDUKE SULKING IN A VOLCANO, EAGER
to reclaim his stolen throne.

- The Cartographer


When the characters arrive at this location, read or


paraphrase the following boxed text to the players:

A gargantuan volcano dominates the horizon. Clouds of
fire and ash spew from its caldera, and the air trembles
with its angry grumblings. A vast, multilayered fortress
has been hewn into the volcano's rocky slopes.

Bel, one of the Nine Hells' greatest military minds,
dwells in this iron keep. From this bastion, Zariel's
second-in-command and the former lord of Avernus

oversees the forges that furnish weapons and armor for


the Blood War.

An army of devils guards Bel's fortress, and h is dark


magic alerts him to intruders within its walls. Strangers


who venture too close are assaulted by a strike team of


two homed devils leading ten bearde d devils. If the


intruders survive and linger in the area, a whole army of


devils descends upon them.

Characters can gain an audience with Bel if they have


a letter of introduction (available from the dao Ralz-
ala), or if they're captured or killed by Bel's forces. Bel
delights in raising his enemies from the dead to inter-
rogate them, especially if they appear to be outlanders.
Infiltrating Bel's fortress is possible, but only if the char-

acters have magical means of shielding themselves from


his divinations. If they befriend Olanthius (see "Crypt


of the Hell riders," page 101), cut a new deal with Red


Ruth (see "Bone Brambles," page 107), or perform a


quest for Mephistopheles (see "Mirror of Mephistar,"
page 99), they could feasibly infiltrate Bel's fortress
by smuggling themselves in with any tribute their ally

brings before Bel. Whether the characters smuggle


themselves inside, arrive with a letter of introduction, or
get taken into custody, they eventually arrive at the low-

est level of Bel's fortress, where Bel lairs.


FORGE FEATURES


Bel's forge is carved out of volcanic rock and has soar-


ing, 50 -foot-high ceilings throughout. Other features of


the forge are summarized below.


Heat. Bel's forge is unbearably hot, with an ambient


temperature of 130 to 150 degrees Fahrenheit. The


extreme heat has detrimental effects on creatures not


acclimated to such environments (see "Extreme Heat"

in chapter 5 of the Dungeon Master's Guide).


Lava. Open rivers of lava are channeled through the


forge to smelt ore and soften metal. Any creature that


enters the lava for the first time on its turn or starts


its turn in it takes 33 (6d10) fire damage. Increase the


damage to 99 (18d10) fire damage if the creature is


fully immersed in the lava.

CHAPTER 3 I AVERNUS
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