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11
Ml\P 4 2 IDVLLGLEN
- 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.
- 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