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