Descent into Avernus

(Jeff_L) #1

No threats reveaJ themselves to the characters as they


enter the castle grounds. Once inside, they spot two hu-


mans in plate armor lying dead on the ground near the


shattered gate, blood still oozing from their bite wounds.


As the characters approach the center of the court-

yard, they see two h ell hounds standing guard in


front of the cathedral doors. These fiends have been


instructed by their devil masters to prevent any mortal


creatures from entering or leaving the cathedral.


The characters must defeat the hell hounds to gain


access to the cathedral. Have them make a DC 15


group Dexterity (Stealth) check to find cover amid the
rubble as they move. If half or more of the characters

succeed on their individual checks, the group check is


successful, allowing the characters to reach the base


of the cathedral steps without being noticed by the hell

hounds. This grants the characters surprise when the


fight begins.

CATHEDRAL ASSAULT


Four groups of devils and their allies are moving


through the cathedral. These groups are spread out to


cause as much havoc as possible, and have orders to kill


everyone in their path.
As the DM, you can decide where the characters

encounter each of these groups. These encounters


are meant to be run separately, although running two


encounters back-to-back with no chance for the charac-

ters to rest or heal can be a good challenge for a pow-


erful party.


If you want to keep these encounters simple and


straightforward, you can have them take place in loca-


tions with no strange effects or hazards. If you want to


make an encounter more interesting, have the combat


take place during a quake (see the "Elturel Hazards"


sidebar, page 55). If you want a fight to go easier for


the characters, have some of the foes withdraw or have


some NPC survivors assist the characters.


Most of the survivors currently in the cathedral are


preparing for a last stand in the main crypts (area H16),


so that area should be free of devils unless the charac-


ters arrive there just as the devils do.


GROUP 1: ABISHAI AND CULTISTS

This group is led by the mastermind behind the raid


on the cathedral: Victuusa, a white abishai (see page


241 for its stat block). Victuusa serves both Tiamat and


Zariel in an attempt to gain the most favor, and is pres-


ently searching for the leaders of the Elturel resistance.

It wants nothing more than to deliver the heads of those


leaders to Zariel personally. Victuusa leads six lawful

evil human cultists devoted to Zariel.


GROUP 2: CRAB ATTACK


A barbed devil named Dreb marshals a pack of eight


giant crabs through the cathedral. These crabs look


and act like normal giant crabs, except for the spines


protruding from their shells and the vile brimstone

smell they exude. The clacking of the crabs' claws on the


marble floors of the cathedral makes it impossible for


this group to sneak up on anyone.


CHAPTER 2 I El-TUREL HAS FALLEN
59
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