Descent into Avernus

(Jeff_L) #1

Level3


Level4


Side View


1 square = 5 feet


MAP J.2. Hf.L~WASP NEST

Development. Too much noise here alerts the hell-


wasps in area N2. Creatures rooting through the junk


must succeed on a DC 12 Dexterity (Stealth) check or


alert the wasps. Once the colony is placed on alert, call


for initiative rolls. All the hellwasps act on the same


initiative count. At the start of each of the hellwasps'


turns. one hellwasp (see page 236 for its stat block)


arrives from area N2 to defend the nest until all three


appear. The rest of the colony remains on high alert for


two hours.


N2. DRONE CELLS


This level is honeycombed with octagonal cells crafted


by the hellwasps from a regurgitated mulch of bone,


sand, and fat. Three bellwasps (see page 236 for their


stat block) are here unless they were drawn to area Nl


by the characters' intrusion.


N3. HELLWASP LARVAE


This level of the nest is always on high alert and


contains three b ellwasps (see page 236 for their


stat block).


Hellwasp larvae are incubating inside the angel car-


casses on this level. If a character takes piercing or


slashing damage within 15 feet of an angel carcass or


moves within 5 feet of one, the carcass explodes and


releases 2d6 hostile hellwasp grubs (use the giant centi-


pede stat block to represent them).


Level2


Level3


Level2


Level 1


N4. LARDER


The hellwasps gum their victims to the walls of this


level using the same regurgitated bile that forms their


nest. Two h ellwasps (see page 236 for their stat block)


are stationed here at all hours.


If Lulu was abducted and brought to the nest, the char-


acters find her here. stuck to a wall (see "Development"


below). Any creature that ends up gummed to the walls


can use an action to try to free itself, doing so with a


s uccessful DC 20 Strength (Athletics) check. A charac-


ter can also make this check to pull free a companion


within its reach.


Treasure. Ruined gear belonging to previous abduct-


ees is scattered across the floor. Characters who search


through the gear find three soul coins (see page 94 )


and a helm of telepathy.


Development. If the characters free Lulu, she admits


that her memory of the Bleeding Citadel is hazier than


she initially realized. Having pondered her dreams fur-


ther, she says that two sites in Avernus seem important


to finding the Citadel: a place where demons manifest


(see "Spawning Trees," page 96), and another where


demons are destroyed (see ~Demon Zapper," page


106). Lulu has no preference which to investigate first,


so she points out both locations on the characters' map


and leaves the decision to them. Each of these locations


opens a different branch of investigation that leads to


the Bleeding Citadel. See diagram 3.2 (page 96) for


an overview of the Path of Demons and diagram 3.3


(page 106) for an overview of the Path of Devils.


CHAPTER 3 I AVERNUS
95
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