Descent into Avernus

(Nancy Kaufman) #1

D31. TORCHES


A wooden crate is stored in this otherwise empty alcove.


The crate can hold sixty torches, but is in need of re-


stocking. Only five torches remain.


D32. STOLEN Gooos


Nine wooden crates are scattered throughout this room.


Scurrying among them are six harmless rats like the


one encountered in area Dl4.


Treasure. Six of the crates are empty except for pack-


ing straw. The other three contain stolen goods that the


cultists have not yet disbursed, including ten days' worth


of rations, a bag of twenty caltrops, three flasks of alche-


mist's fire, six sets of manacles, four tinderboxes, nine


daggers, and four potions of healing in glass vials.


D33. COVENANT OF THE DEAD THREE


If Vaaz fled area D29, he's standing in front of the stat-


ues in the west section of the room, his sputtering torch


lying on the floor near his feet. Describe the room to the


players as follows:


Burned torch stubs litter the floor of this hall, the western
end of which is occupied by three six-foot-tall, painted
wooden statues. Each statue stands atop a two-foot-high
block of red stone, making it look taller and foreboding.
The center statue resembles a heavily armored man
whose face is hidden behind the fearsome visor of his
helmet. He's painted red except for his right gauntlet,
which is black. Clutched in this gauntlet is a blood-red
spear, pointed upward. The statue to the north depicts
a purple-garbed male noble wearing a harlequin mask
and holding a dagger behind his back. The statue to
the south portrays a black-robed skeleton with its jaw
opened wide and its bony hands outstretched.

Banites, Bhaalites, and Myrkulites convene in this room


to plan attacks against the city above. These meetings


are often contentious, though the followers of Bhaal and


Myrkul usually bend to the whims of the more strategi-


cally minded Bane wors hipers.


Each statue is solid wood and weighs 150 pounds. A


statue can be knocked off its pedestal with a successful


DC 10 Strength (Athletics) check.


Bane Statue. The statue of the armored man rep-


resents Bane. Its spear is real but nonmagical. The first


time any humanoid comes within 5 feet of this statue, it


must succeed on a DC 12 Charisma saving throw or be


compelled to kneel. While kneeling before the statue,


the creature can't move or take actions or reactions. The


creature can repeat the saving throw at the end of each


of its turns, ending the effect on itself on a success.


Bhaal Statue. This statue's harlequin mask is a sepa-


rate piece that can be unhinged and removed, revealing


Bhaal's ghastly, skull-like visage underneath.


Myrkul Statue. Anyone who desecrates this statue is


cursed by the Lord of Bones. Until the curse is ended


with a remove curse spell or similar magic, the offender


gains no benefit from magical healing.


ULTISS, CULTIST OF T1AMAT

SURPRISE! DRAGON CULTISTS!
---
lf the characters rid the dungeon of the worshipers of

Bane, Bhaal, and Myrkul, any remaining followers of the


Dead Three avoid the dungeon and the bathhouse once


they realize those locations are no longer safe.


As the characters exit the dungeon and leave the bath-


house, they have one final encounter in the courtyard


(area Dl). Read or paraphrase the following boxed text


to set the scene:


As you emerge from the bathhouse, five figures leap
down from the top of the courtyard wall to confront you.
In addition to their black leather armor, they wear strange
masks and cloaks that give each of them a vaguely
dragon-like appearance. All five brandish curved steel
blades reminiscent of dragon claws.

CHAPTER I I A TALE OF TWO CITlES
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