party can wrest Avernus from Asmodeus's control, this
ultimately serves to unite the remaining archdevils,
aligning them toward the common goal of reclaiming
Avernus-which works to Asmodeus's advantage.
WILL ELTUREL B E SAVED?
Unless the characters intervene, Elturel is inevitably
dragged into the River Styx. The memories of its inhab-
itants will be wiped clean, and their souls wiU be made
into devils-fodder for the front lines of the Blood War.
The characters have several ways to save the city at
its most desperate hour (see "Endgame in Elturel," page
154). To save Elturel without redeeming Zariel, the
chains binding the city to the infernal iron posts sinking
into Avernus must be severed, and the city must be re-
turned to the Material Plane.
FORCINC THE BLADE OF A VERNUS
At some point after the destruction of the Sword of Zariel,
Zariel gives her servants (including the characters if they
have taken on that role) the task of forging a new blade for
her. This endeavor comes with the following objectives:
- If Bel is still in Zariel's service, she calls on him to forge
the blade. Otherwise, her servants must scour the cos·
mos for a worthy weaponsmith, such as an efreeti from
the City of Brass on the Elemental Plane of Fire. - Zariel needs at least ten pounds of metal or material to
make the blade of the sword. Adamantine would do, or a
talon from Tiamat. - To grant the blade its power, the freshly forged weapon
must be quenched in the blood of a celestial, a demon
lord, and an archdevil. Zariel can supply her own blood,
but her servants must collect the other two sacrifices.
Zariel names this new artifact the Blade of Avernus. This
longsword is an artifact that requires attunement, and
which has the following properties.
Magic Weapon. The Blade of Avernus is a magic weapon
that functions as a vorpal sword.
Random Properties. The sword has the following ran-
domly determined properties, as described in chapter 7 of
the Dungeon Mast.er's Guide:
2 minor beneficial properties
- 1 major beneficial property
- 1 major detrimental property, which is suppressed while
t he sword is attuned to an archdevil
Ruler of Avernus. As an action, you can point this sword
at one devil you can see within 60 feet of you. That devil
must succeed on a DC 22 Charisma saving throw or be
charmed by you for 1 hour. While charmed in this way, the
devil follows your orders to the best of its ability. If you
command the devil to do something it perceives as sui-
cidal, the effect ends and you can no longer use this power
of the sword against that devil.
Infernal Recall. As an action, you can use the sword
to cast word of recall. Creatures transported by this spell
appear in an unoccupied space within 30 feet of the cur·
rent ruler of Avernus, or a sanctuary you designate if you
rule Avernus.
Destroying the Sword. The sword can be destroyed by
casting it into the River Styx or melting it down in the forge
that created it.
CHAPTER 5 I ESCAPE FROM Av.£.RNUS
BREAKING T H E C HAINS
Eight chains of infernal iron anchor Elturel to its bind-
ing posts, and each of those chains must be broken to
free the city. If all the chains are broken, Elturel remains
floating above Avernus and is no longer drawn toward
the River Styx. However, the characters must still find a
way to return the city to the Material Plane.
Each chain link is 30 feet long and 20 feet wide, and
is formed of a welded loop of infernal iron that is 5 feet
thick. A chain link is a Huge object with AC 19, 250 hit
points, a damage threshold of 30, and immunity to poi-
son and psychic damage. See chapter 2 for information
on moving along the chains and climbing the infernal
iron posts they connect to.
IRE OF TlAMAT
Tiamat's divine power is mighty enough to break the
chains that bind Elturel. Arkhan the Cruel is willing to
commune with his goddess to this end, but only if the
characters offer him a suitably potent gift. In an inscru-
table twist, Tiamat decides to aid the characters, and
tells Arkhan as such. Read or paraphrase the following:
A shroud of confusion passes over Arkhan's face, dissolv-
ing his bravado. He mutters to Tiamat under his breath,
"Is that wise, my queen?" Then his eyes darken as his
body hangs limp like a puppet cut from its strings. After
a moment, Arkhan stands up straight, his eyes glowing
with prismatic light. A hungry smile crosses his face, and
five voices echo from his mouth, each resonating with
the ire of an imprisoned goddess.
"I will aid you," Tiamat growls. "If your power is
enough to threaten Zariel's ambitions, then I have noth·
ing to fear. I can destroy the chains binding Elturel, but
you must be present to bear witness to my majesty. Now
go. I will know when you are there."
When the characters next set foot in Elturel, Tiamat
(see the accompanying stat block) bursts forth from her
distant lair and blazes like a meteor across the sky of
Avernus. Appearing above the city, she swoops down
and focuses her breath weapons on one chain at a time,
dealing 67 acid damage, 88 lightning damage, 72 cold
damage, and 91 fire damage-more than enough to
destroy the chain's links. Once all eight chains are de-
stroyed, Tiamat roars in triumph and departs.
jAWS OF CROKEK'TOECK
If the demon Crokek'toeck is freed from the scab encas-
ing the Bleeding Citadel, it begins wandering Avernus
and devouring all in its path. Though the demon con-
sumes indiscriminately, it hungers most for divine
blood. As such, the essence of a good-aligned god, the
blood of a good celestial, or even the blood of a good pal-
adin draws Crokek'toeck's attention from miles away. If
the adventurers slather a chain link in blood from such
a source, Crokek'toeck picks up the delicious scent and
gallops across Avernus toward it.