Descent into Avernus

(Jeff_L) #1
ZOMBIE HO RDE

As the characters pass a building, they hear a pounding


coming from the front door. The door is stuck but not


locked, requiring a successful DC 15 Strength check to


force it open. If the characters do this, twelve zombies


burst from the building as an avalanche of undead bod-


ies, burying anyone standing near the door in the pile.


This leaves those characters and th e zombies prone at


th e start of combat.


lf the characters deal with the zombies and search the


building, they discover that it was a school. Five casks


each holding three gallons of fresh water ar e stored in


the basement.


TORM'S BRIDGES


Two bridges that once spanned a ravine in the city


are now all that connect the east and west sections of


Elturel over the great rift that has fallen away beneath


them. The north bridge is called Torm's Reach, while


the south bridge is named Torm's Blade. Unless the


characters can fly or teleport, they must use one of the


bridges on their trek toward the High Hall.


When the characters approach either bridge, they


can make out the initial details of the rift and can see


the guards blocking the path. Read the following to set


the scene:


A rift in the earth divides Eltu rel into two sections.
The riotous din of the battle taking place far below the
city is louder here, echoing up and through the jagged
open chasm.
A bridge twenty feet wide and more than a hundred
feet long spans the chasm. Holy runes etched into the
stonework of the bridge indicate that the structure has
been consecrated in the name of Torm, god of courage
and self-sacrifice. Six infernal creatures stand guard at
the center of the bridge, scanning in all directions.

Each bridge is guarded by an infernal force tasked with


cutting off any assistance between the east and west


sides of the city. Each group consists of two bearded


d evils and four spined devils. Unsubtle brutes, these


creatures have parked themselves in the middle of each


bridge to maintain a vigilant watch. Taking them on is


a tough fight, but the characters might have a trick up


their collective sleeves.


HOLY RUNES

Any character trained in Arcana, History, or Religion


recognizes that the runes etched into the stonework of


each bridge can be activated to produce a radiant energy


harmful to fiends and undead. A character touching the


bridge who succeeds on a DC 15 Intelligence (Religion)


check as an action can speak the proper prayers to


Torm to activate the runes for 1 minute. While the runes


are active, any fiend or undead creature that starts its


turn in contact with the bridge takes 22 (4dl0) radiant


damage. When this effect ends. the runes cannot be acti-


vated again for 1 hour.


CHAPTER 2 I ELTUREL HAS FALLEN

HIGH HALL


Although the forces of Avernus are occupied driving


back the demonic attack from the River Styx, a few


teams of devils have been ordered to infiltrate Elturel,


sow chaos among the surviving citizenry, reap the souls


of any mortals they find, and test the city's defenses. The


members of some of those advance teams have noted


that the High Hall appears to be the center of the city's


defenses and survival efforts. As such, they have decided


to mount a quick and decisive strike against it.


As the characters approach the High Hall. they see


that a devilish assault on the fortress's cathedral is


underway. The characters can enter the fray, defeat the


perpetrators, and help bring temporary stability to the


situation. After defeating the devils, the characters learn


from the survivors that Grand Duke Ravengard was at


the High Hall, but left recently. He took a contingent of


soldiers with him to the city's cemetery, hoping that an


ancient relic found there might help save the city.


HIGH HALL OVERVIEW


The High Hall is a grand alabaster castle dedicated to


Torm, the god of courage and self-sacrifice. It houses


many of Elturel's religious and political leaders-or at


least it did when the city was in the mortal realm.


Shortly after Elturel was pulled into Avernus, a meteor


hurled through the High Hall, collapsing the offices and


residences of those who could best organize a defense


of the city. Most of the leaders of Elturel were killed by


the meteor, but Grand Duke Ravengard ofBaldur's Gate


and his retinue were spared the devastation. Ravengard


immediately took control of the situation, marshaled


Elturel's remaining forces, and set out a plan to protect


the city. Ravengard's forces couldn't save the eastern


part of the city, and more frequent demonic and devilish


incursions have worn away at their control of the west-


ern portion.


The survivors here- including the last of the city's


leadership- have taken up residence in the cathedral


part of the High Hall, perhaps the most secure and


sturdy edifice left in Elturel. Yet even the cathedral is


under assault, and without the characters' assistance,


its defenders are sure to fall.


APPROACHING THE HIGH HALL


When the characters approach the High Hall, read the


following boxed text to describe the scene:


This clifftop castle was once the crowning architectural
jewel of Elturel. Only three of its five watchtowers towers
still stand, though they appear abandoned. The wooden
gates that once led into the castle grounds have been
shattered, leaving a gaping hole in the wall.
The west side of the castle has been reduced to a pile
of smashed brick and broken wood. The surviving build-
ings are blackened by soot. At the center of the castle
grounds, the High Hall cathedral stands defiant.
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