Descent into Avernus

(Nancy Kaufman) #1

14.0


ofZariel (see page 226). The carvings on the dais read,


in Celestial, "The hero who becomes one with this blade
exists no longer."

The characters can't claim the sword until they com-


plete the Idyllglen memory (see "Idyllglen" below).

YAEL


1
S GHOST
If the characters move toward the Sword of Zariel, the

ghost of Yael appears before them and pulls the charac-


ters into one of Lulu's forgotten memories to see if they


are worthy of possessing the weapon. Read or para-


phrase the following boxed text to the players:


The translucent image of a woman in her thirties wearing
plate armor and bearing a thin scar on her cheek appears
before you. As she points toward the hollyphant, Lulu's
eyes turn pure white. A whisper fills your ears and says, "I
remember!" A wave of radiant energy erupts from Lulu's
body and in that blinding flash the ghostly warrior, the
hollyphant, and the Bleeding Citadel disappear.
The solace of the cathedral is replaced by havoc,
screams of panic, and acrid smoke. You stand at the edge
of a small town of burning cottages, fields, and trees.
A broken sign on the ground reveals the settlement's
name: ldyllglen. Shrieking townsfolk run from cackling,
snarling demons and gnolls.

The characters are transported into Lulu's memory


of Idyllglen near the west edge of Idyll Road (area II


on map 4.2).

lDYLLGLEN
Yael pulls the characters into Lulu's memory of Zariel's

final battle against Yeenoghu in FaerQn. The charac-


ters experience a series of events in Idyllgle n before
returning to the Bleeding Citadel, where they can finally
claim the Sword of Zariel. While the characters are in

Idyllglen, Lulu is not with them, though she does make


an appearance as a winged mammoth in "Event 7.


Zariel's Arrival" (page 144).

lDYLLGLEN HISTORY


Any character who succeeds on a DC 20 Intelligence


(History or Religion) check recalls the following infor-


mation about Idyllglen:

• Ages ago, Idyllglen was threatened by gnoll tribes. As


the gnolls raided the town, Solndor Brightstar, a cleric


of Lathander, led the people in prayer to his god for

aid. Lathander was moved by the people's bravery and


sent the angel Zariel to defeat the gnolls. After driving


off the gnolls, the people e rected a statue of Zariel to
honor her.

• Generations later, the gnolls returned to Idyllglen, this


time with demons in their ranks and Yeenoghu him-


self leading the war band. Zariel and the Hellriders


came to the Idyllglen's aid, but not before the town
was mostly destroyed.

CHAPTER 4 I SWORD OF ZARIEL

lDYLLGLEN FEATURES


The town of Idyllglen has the following general features.


BORDERS

The characters are confined to the part of ldyllglen


shown on map 4.2. Beyond the edges of the map, every-


thing is engulfed in a smoky haze. Characters who fty


or levitate to an altitude of 120 feet or higher find them-


selves engulfed in a similar smoky haze.

A creature that enters or starts its turn in the haze


must make a DC 15 Wisdom saving throw, taking 22


(4dl0) psychic damage on a failed save, or half as much


damage on a successful one.

BURNING BUILDINGS

The unlabeled buildings on map 4.2 are homes and


businesses that the gnolls have set ablaze. The build-


ings' supplies were taken by fleeing townsfolk or ran-

sacked by Yeenoghu's horde. Each building is one or two


stories tall (DM's choice) and 10 feet high per story. The


interior rooms of the bui.ldings have 9-foot-bigh ceilings
with 8-foot-high doorways connecting them. A character
can climb the walls of a building without equipment by

succeeding on a DC 15 Strength (Athletics) check.


A creature that starts its turn in or on a burning


building must make a DC 15 Constitution saving throw,

taking 10 (3d6) fire damage on a failed save, or half as


much damage on a successful one.


BURNING TREES

Each tree depicted on map 4.2 is ld6 + 10 feet tall and


on fire. No ability check is required to climb a tree.


However, a creature that starts its turn in a burning tree


must make a DC 15 Constitution saving throw, taking


10 (3d6) fire damage on a failed save, or half as much


damage on a successful one.

TOWNSFOLK

Like ldyllglen itself, the townsfolk are figments created


from Lulu's memory. Most residents of Jdyllglen flee for
their lives or hide in terror. Tf the characters try to get
information out of these townsfolk, the most anyone can

offer are a few quick words about demons and gnolls


coming out of nowhere to ransack the town.


The characters have opportunities to save Idyllglen's
people from Yeenoghu's hordes and other dangers.
Townsfolk saved from certain death give a quick show
of gratitude before running toward the hazy borders of

Lulu's memory and disappearing.


CHARACTER DEATH


The Idyllglen memory is as real to the characters as any


location, and they can die here.

lDYLLGLEN LOCATIONS


The following locations are keyed to map 4.2.


Il. IDYLL ROAD


Idyll Road is the only paved street in ldyllglen. It leads


from the west edge of the town to the statue of Zariel


(area 12). The street is strewn with broken carts, debris,


and corpses.
Free download pdf