Once inside the Scab, Lulu can sense the distance and
direction of the Bleeding Citadel's entrance (area S14),
and guide the characters toward it.
I N T ERIO R F E ATURES
Map 4.1 shows a cross-section of the scab interior, the
features of which are as follows:
Darkness. The scab contains no light sources unless
the text states otherwise. The demons infesting the
scab rely on darkvision to see.
Interior Surfaces. All tunnels and chambers were dug
out by demons using their claws or, in some cases,
their teeth.
Pools of Blood. Pools of blood fill the areas shown on
map 4.1. The pools are difficult terrain. Any humanoid
that enters or starts its turn in a pool must make a DC
13 Wisdom saving throw. On a failed save, the crea-
ture gains the flaw, "I am cruel and uncaring toward
others," for the next 8 hours. This flaw overrides any
conflicting personality trait. A dispel evil and good
spell or similar magic removes the flaw.
Tunnel Dimensions. Unless noted otherwise, tunnels
are 10 feet wide. At various points, the ceilings are so
low that Medium characters must crawl to pass under-
neath them.
SCA B LOCATIONS
The following encounters are keyed to map 4.1 (page
137). Because the scab wraps around the Bleeding
Citadel, a creature can move off the left-hand side of the
map onto the right-hand side of the map, or vice versa.
Sl. OOZING ENTRANCE
This entrance to the scab is a tube-shaped tunnel with a
20-foot radius. As the characters approach the entrance,
read the following boxed text to the players:
l
A circular gaping wound near the top of the scab forms a l
tunnel that descends into darkness.
The tunnel tapers as it descends toward area S2.
S2. ANGELIC WINDOW
Demons digging in this tunnel exposed a 20-foot-tall,
5-foot-wide window:
The scab on one side of this narrow passage is stripped
away, partially revealing one of the citadel's stained glass
windows. The opaque blue and yellow panes depict the
contemplative face of a beautiful angel.
A detect magic spell reveals that the window radiates
an aura of abjuration magic. The window is unbreak-
able, and no one can enter the citadel from here. Any
creature of good alignment that touches the window
gains 20 temporary hit points. A creature affected by the
window's magic cannot be affected by the window again
for 24 hours.
r
r
r
THE SCAB
For characters of level 11
The adventurers try to enter the Bfeeding Citadel,
which gets its name from the weeping, scabrous
growth that engulfs most of it. Tunnels carved by
demons lead to the citadel's entrance.
ENTERING THE CITADEL
For characters oflevel 12
After making their way through the tunnels of the
scab, the adventurers enter the Bleeding Citadel
and first lay eyes on the Sword of Zarie!.
lDYLLGLEN
For characters of level 12
The adventurers are swept into one of Lulu's mem-
ories and travel to the past, where they are tested
in a conflict between Zariel and Yeenoghu.
The Sword Coast
For characters of/eve! 12
After their sojourn to Idyllglen, the adventurers
return to the Bleeding Citadel, where the Sword of
Zarie! waits for one who is worthy to claim it. Who-
ever claims the sword is changed forever.
011\GRl\M 4 .1: C><t>.PTER 4 FLOWCWl>.RT
S3. DROWNED HAG
When the characters enter this 30-foot-wide chamber,
read the following boxed text to the players:
A pool of blood fills the center of this chamber. Five goat-
headed demons reeking of rot crouch along the edges of
the pool, staring at a corpse Aoating in it.
Five bulezaus (see page 230 for their stat block)
drowned a night hag in the pool. The hag, Yiggleblight,
was working with Trantolox to find Crokek'toeck until
the nalfeshnee suspected the hag was secretly plotting
against it. Trantolox ordered the bulezaus to kill the
hag. They plan to eat her once the corpse bloats, but the
characters make excellent appetizers.
Treasure. If the characters search the hag's tattered
robes, they find a belt pouch containing a diamond
worth 5,000 gp and small flask of water from the River
Styx. The flask magically preserves the water (see
"River Styx," page 76, for effects).
S4. B LOODY DOWNPOUR
When the characters enter this 40-foot-wide chamber,
read the following boxed text to the players:
CHAPTER 4 I SWORD OF ZARIEL
135