M/\P 21 : ELTUREL
of his soul. Pilster is preparing to sign the contract as
the characters come upon the pair.
The contract is written on parchment made of halfling
skin. If any character interrupts the signing and asks to
read the contract, the imp tells them this is none of their
business. Pilster welcomes the interruption, however,
since he is having second thoughts about the deal, and
he bands the contract to the characters. A successful
DC 15 Intelligence (Investigation) check penetrates the
dense and convoluted text of the contract-which will
give the imp the souls of Pilster's entire family if Pil-
ster signs it.
If the characters attack the imp, it turns invisible and
attempts to escape as quickly as possible. lf the char-
acters save Pilster from selling his soul, he thanks the
characters and begs them to get him and his family to
safety. His wife. Merrywile, and their three children
are nearby.
Treasure. In addition to the contract, the imp carries
a soul coin (see page 225) from a previous interaction
that it plans to give to its master.
NA RZUGON CAVALIER
A narzugoo (see page^239 for its stat block) patrols the
streets of Elturel on the back of a nightmare equipped
with infernal tack (see page 224). The devil has orders
to hunt down and destroy any demons that might have
s lipped past the battle on the ground below and gained
access to the city.
When Lulu sees the creature, she tells the characters
that it is very powerful and should not be confronted.
CHAPTER 2 I ELTUREL HAS FALi EN
SPOUTS OF HELLFIRE
The characters see a charred humanoid corpse in the
middle of the street, clutching a silvered longsword in
its band. When any creature moves within 5 feet of the
corpse, a gout of hellfire erupts from it. Any creature
within 5 feet of the corpse must make a DC^12 Dexterity
saving throw, taking^14 (4d6) fire damage on a failed
save, or half as much damage on a successful one.
Treasure. If the corpse is examined further, an intact
vial is found in its charred belt pouch. The vial contains
a potion of giant strength (frost).
VROCK PHILOSOPHY
A vrock fled the battle and flew up to the city to ponde r
its role in all things. As long as the characters leave it
a lone, it doesn't attack. If they approach, it speaks with
them, using its telepathy to communicate with one char-
acter at a time if none of the characters speaks Abyssal.
The vrock pontificates on the vagaries and possible
meanings of existence. If the characters treat it nicely,
indulge it in its ponderings, and s ucceed on a DC 13
Charisma (Persuasion) check, they can get it to do them
one s mall favor. If they attack it, the vrock repays their
hostility in kind.
Favors from the vrock might include providing infor-
mation about what's happening beneath the city, about
what forces guard the bridges between t he city's east
and west sections, or about the demons' plan to use a
portal to enter the city (see area Gl2 on page 69),
although it doesn't know where that portal is.
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