Descent into Avernus

(Jeff_L) #1

66


EXPLORING THE CEMETERY


The section describes locations in the city's ceme-


tery- both the chapel and the areas around it (areas Gl


through G6), and a subterranean ossuary level beneath


the chapel (areas G7 through G12). The descriptions


of the areas in this section are keyed to map 2.5 (page


67 ) and map 2.6 (page 69).


Several graves have been dug up, leaving pits in the


earth that are 6 feet deep, 2 feet wide, and 7 feet long. A


number of stone mausoleums stand vacant. their doors


hanging open. The interior of a mausoleum is dimly lit


when its door is open and shrouded in darkness when


the door is closed.


As the characters investigate the cemetery, they ob-


serve dozens of s keletons and zombies moving about


the grounds. These undead, wandering aimlessly and


without direction, pose no threat to the characters on


their way into the chapel. However, if the characters fail


to deal with Gideon before leaving Elturel, the priest


has time to coordinate the efforts of the undead, turning


them into a pote nt threat against the city.


APPROACHING THE CHAPEL


As the characters draw near the chapel, they are ac-


costed by three minotaur skeletons-slain servants of


Baphomet stripped of flesh and animated by Gideon us-


ing the power of the Companion. These skeletons attack


any intruders on th e cemetery grounds.


When the minotaur skeletons are disposed of and the


characters get their first close look at the chapel, read


the following to set the scene:


The city's descent into Avernus has taken its toll on this
once beautiful chapel. Nearly all the stained glass win-
dows along the outside walls have been smashed, and
the main doors hang open. No sign of any other crea-
tures in or around the building can be seen.

Characters can easily force their way into the chapel


through any of its broken stained-glass windows, or can


enter through the main entrance at area Gl or the un-


locked back door into area G3.


Gl. WALK OF BRAVERY
Read the following as the characters approach this area:

Carved pillars resembling heroes of Elturel's past deco-
rate this white marble patio leading into the main chapel.
The dark mahogany doors are ajar, and the remains of
the patio's windows have spread shattered stained glass
everywhere.

With a s uccessful DC 10 Intelligence (History) check, a


character can remember the name of one of the heroes


represented by the carved pillars, with another name


remembered for each point by which the check total ex-


ceeds 10. The names of the heroes are Agnithar, Zokel


of Torm, Bertra Zornes, Yevina Druen, Ca'sar, Xivik


CHAPTER 2 ( ELTUREL HAS FALLEN

Looren, Dopp Hoosser, Whrenk the Bloody, Laveil de-


Nue, and VanLancer Eagletalon.


A successful DC 10 Intelligence (Arcana or Religion)


check made to study the carved pillars reveals that a pil-


lar can be empowered with radiant energy if the name


of the hero it represents is spoken aloud as an action.


Any undead creature that moves within 5 feet of an


empowe red statue for the first time on a tum or starts


its turn there takes 5 (ldlO) radiant damage.


Each pillar is hollow and houses an incorporeal un-


dead creature: four shadows and four s pecters in total.


Seven of the undead emerge from the pillars to attack


any character who attempts to enter the chapel. The


specter closest to the priest quarters (area GS) instead


attempts to move to that area and warn Gideon of the


intruders. If warned, Gideon quickly moves to area G4


and prepares to defend the chapel, while the specter re-


turns to join the fray.


G2. CHAPEL OF LIGHT


Read the following as the characters enter this area:


The once-beautiful main area of the chapel is littered
with broken furnishings and splintered chairs. The
stained-glass windows have all been smashed, though
one remains mostly inta ct where it's fallen whole to the
floor. It depicts a representation of the god Torm placing
a golden helm on the head of a man kneeling before him.
Out of the shadows step four minotaur skeletons
clutching bloody greataxes.

A squad of Baphomet's minotaurs attempted to overrun


the chapel, but Gideon and his servants slew them.


Gideon then turned them into four minotaur skeletons


that attack as soon as any character enters this area.


The minotaur skeletons attempt to charge characters,


knocking them through the smashed windows. A crea-


ture pushed through a smashed window takes an extra


7 (2d6) slashing damage.


Stained-Glass Window. The window lying mostly


whole on the floor i s cracked and has been trodden on,


but the scene it s hows is still recognizable. A successful


DC 10 Intelligence (History or Religion) check allows


a character to recognize the scene as showing Torm


presenting the Helm of Torm's Sight to Lannish Fogel, a


revered hero of Elturel's past and a dedicated paladin of


Torm. The helm pictured in the stained glass is the relic


Grand Duke Ravengard came to the chapel in search of.


G3. CHAPEL OF MOURNING


Read the following as the characters enter this area:


The smashed remnants of fine furniture and the remains
of stained-glass windows are strewn across this area.
Sections of one huge stained-glass window remain in-
tact, enough so that its subject can still be made out.
The window once portrayed Lathander standing amid
fallen soldiers, holding his hands aloft as the spirits of
the dead rise to stand at his side.
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