Descent into Avernus

(Nancy Kaufman) #1

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Ml\P 4 2 IDVLLGLEN


  1. STATUE OF ZARIEL


This 30-foot-tall, white marble statue stands atop a


2-foot-high raised dais and depicts an armored, blind-


folded angel in a calm, protective stance, with her sword


drawn and wings unfurled. The dais is carved with


the following words, in Common: "Zariel, guardian of


ldyllglen. Offer prayers to Lathander, and his light will


shield thee."


This s tatue of Zariel is a Gargantuan object with AC


17 , 300 hit points, a damage threshold of 15 , and immu-


nity to poison, psychic, and radia nt damage. A detect


magic spell reveals that the statue radiates an aura of


abjuration magic.


Any fiend that starts its turn within 15 feet of the


statue causes it to Rare with radiant energy. Each time


the statue Rares, every fiend within 30 feet of it must


make a DC 15 Constitution saving throw, taking 18


(4d8) radiant damage on a failed save, or half as much


damage on a successful one.


Any character who touches the statue and uses an ac-


tion to offer a prayer to Lathander gains the benefit of a


protection from evil and good s pell for 1 hour. A charac-


ter can gain this benefit only once while in the memory.



  1. TEMPLE OF LATHANDER
    This two-story, white stone temple carved with images


of the sun on its exterior walls is the largest building in


the town. Iron s hutte rs cover the building's windows,


and its doors are made of oak. The temple's occupants


and features are discussed more below.


Occupants.jhessa Brightstar, a neutral good female


human priest of Lathander, leads a congregation of


fifty townsfolk (commoners) in praye r on the first


floor. If forced into combat, the commoners take the


Dodge action. The townsfolk are terrified ofYee-


noghu's forces and grateful for any aid the charac-


ters provide.


Illumination. Torches burning in sconces brightly light


the temple's interior.


Barred Entra nce. An oak double door serves as the


temple's entrance and is barred from the inside. A


creature can use an action to try to force open the


doors from th e outside, doing so with a s uccessful


DC 22 Strength {Athletics) check. A character can


also convince the congregation to open the doors by


shouting through th e doors and succeeding on a DC


15 Charisma (Pers uasion) check.


Shuttered Windows. All windows are covered with


locked iron shutters. The iron shutters are latched


from th e inside and have AC 19. 25 hit points, a dam-


age threshold of 10, and immunity to poison and psy-


chic damage. A character with thieves' tools can try to


unlock a window's shutters, doing so with a s uccess-


ful DC 15 Dexterity check.


Roleplayingjhessa Brightstar. jhessa is a pious


priest of Lat hander and a descendant of Solndor


Brightstar (see "ldyllglen History," page^140 ). The


soft-spoken woman in her forties leads he r Hock in a


prayer to Lat hander, begging the Morning Lord to send


Zariel to protect the people of ldyllglen once more.


CHAPTER^4 I SWORD OF ZARJEL 1.p
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