MAKING A DEAL WITH ZARIEL
Characters out of other options might s imply bow to
Zariel's power. If the characters make a deal with Zariel
to save Elturel, they must s pecify that the city is to be
freed from its chains and returned to the Material Plane.
Otherwise, Zariel will release the chains but leave
Elturel in Avernus with no hope of salvation.
To DESTROY A DEMON LORD
Baphomet and Yeenoghu are both clear and present
dangers to Avernus. Although Zariel would relish slay-
ing either of them personally, she gladly draws up a
contract agreeing to trade Elturel and the souls within
the city for either demon lord's destruction. Delivering
the glaive of Baphomet or the flail ofYeenoghu to her is
sufficient to prove the characters' success.
If the characters agree to Zariel's terms, they learn
that both demon lords have recently converged around
Elturel. You can add either demon lord to the battle in
"Endgame in Elturel," later in this chapter. If the char-
acters freed the demon lord Kostchtchie in chapter 3, he
can also make an appearance.
SHIELD OF THE HIDDEN LORD
If the characters still possess the Shield of the Hidden
Lord, Zariel blithely declares that she would consider
trading Elturel for it. From within the shield, the pit
fiend Gargauth begs and sobs and promises the world
to the characters if they spare its life and find a way to
restore the devil to its former glory. These are empty
promises, though Gargauth's fear is real.
If the characters give her the shield, Zariel casts dis-
pel evil and good on it. Her spell causes Gargauth to
manifest as a miserable, malformed pit fiend at half its
hit point maximum and with 4 levels of exhaustion. She
commands the characters to destroy the wretch. If they
succeed, she casually dismisses them and ignores any
attempt by the characters to hold her to promises made
without a contract.
If the characters press Zariel for a formal agreement
before giving her the s hield. she presents a fair contract.
However, she refuses to both free Elturel and return it
to the Material Plane, promising only one or the other in
exchange for the shield alone.
DEALING WITH THE COMPANION
The Companion that once warded Elturel against un-
dead is powered by a planetar trapped inside it. Long
thought of as Elturel's savior, the Companion was also
its undoing, for it was the beacon that allowed the power
of Avernus to drag the city into the Nine Hells.
The Companion is a nearly indestructible metal orb
50 feet in diameter. When it protected Elturel, it hung
in the sky like a second sun and emitted sunlight so
bright that the orb itself couldn't be seen. Now, lightning
plays across the surface of the dull sphere, which is
surrounded by a 400-foot-diameter, IO-foot-thick shell of
impenetrable, magical darkness. A creature with dark-
vision can't see through this darkness, and nonmagical
light can't illuminate it. If this darkness overlaps with an
area of light created by a spell of 8th level or lower, the
spell that created the light is dispelled.
CHAPTER 5 I ESCAPE FROM AVERNUS
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