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MAP 2.3: HIGH HALL CATHEDR Ai., C H O IR LEVEL
H7. P IPE ORGAN
The circular stairs from area H2 lead up to this area.
Read the following boxed text aloud to the players when
their characters arrive here for the first time:
Situated atop this balcony is a magnificent pipe organ. Its
ivory keys practically glow, even as its ebony keys seem
to absorb all light.
The balcony looks out over area H3. Any character who
sits down at the pipe organ can feel that it is enchanted
with powerful magic, and a detect magic spell reveals an
aura of enchantment magic around it.
A character who plays the organ and succeeds on a
DC 15 Charisma (Performance) check can play a pow-
erful song that resonates throughout the cathedral. This
song grants a bonus die, a d8, to every other player char-
acter who can hear it. A character can only receive this
benefit only once, and the d8 can be added to one attack
roll, ability check, or saving throw made by the charac-
ter in the next 24 hours.
If the Charisma (Performance) check fails by 5 or
more, a screeching, hellish tune erupts from the organ
instead. Inspired by this cacophony, each devil the char-
acters face in the next combat encounter in the cathe-
dral has advantage on attack rolls during its first turn.
CHAPTER 2 I ELTUREL HAS FALLEN
H8. DEFENSES
Two defensive turrets decorate the front of this area,
looking down over the courtyard. Arrow slits in the
walls of each turret offer a view of the ground be-
low, but are too narrow for even Small creatures to
squeeze through.
The north turret contains a traumatized male human
guard named Trevick Thantorme. The other guards
here ran downstairs when the attack started, only to
quickly fall. The panicked Trevick remained here, and
now sits curled up and whispering to himself that every-
thing's going to be okay.
A successful DC 10 Charisma (Persuasion) check re-
stores Trevick's courage, as does a calm emotions spell
or similar effect. If the characters allow it. Trevick vows
to accompany them on their hunt for the devils. How-
ever, the first time he takes any damage, he curls up in a
ball again, requiring another check made as an action to
get him back in the fight.
H9. BALCONY
The doors leading out onto this balcony are locked from
the inside. The balcony is 30 feet above the outside
courtyard below.
HlO. RECESSED MAUSOLEUMS
These areas are the final resting places of esteemed
priests, warriors, and other dedicated servants of
Elturel. For each of these areas the characters enter,
roll a d6. On a 1, the characters discover ld4 frightened
commoners in hiding (if the devils haven't found them)
or a number of mangled bodies (if the devils did).
As the DM, you determine the fates of these common-
ers. If the characters are dawdling because the players
don't appreciate the gravity of the threat to the survivors
in the cathedral, coming upon deceased commoners
can help underline that threat. Having the players un-
derstand that these deaths might have been prevented if
they had acted more quickly is a good way to inspire the
characters to act with a little more urgency.
Hll. VAULTS
These vaults are used for holding bodies waiting to
be interred in some other part of the cathedral, or in
Elturel's cemetery. The only bodies presently here are
people who died as the city was drawn to Avernus.
Hl2. TEMPLE OF THE HIGHEST
This large temple was used for private ceremonies
involving the most powerful and respected figures in El-
turel. Each of the semicircular alcoves here contains an
elaborate, upright sarcophagus holding the body of a for-
mer high priest of Torm. A sarcophagus can be opened
with a successful DC 20 Dexterity check by a character
proficient with thieves' tools. Eleven of the sarcophagi
contain partially decomposed bodies. The twelfth sar-
cophagus holds a mummy, which attacks as soon as its
coffin is opened.
Treasure. Each sarcophagus contains personal
effects, but the sarcophagus with the mummy also con-
tains bracers of defense and a yellow diamond elemental