12'2
The safe contains nine adamantine rods, each one
weighing 3 pounds and engraved with runes that spell
out the words "Solar Insidiator Lock" in Infernal, fol-
lowed by a number from 1 to 9. These are the rods that
the characters are searching for. Characters familiar
with Thavius Kreeg's infernal contract recall that "Solar
Insidiator" is another name for the Companion. Armed
with this knowledge, a character who succeeds on a DC
10 Intelligence (Arcana) check can conclude that the
rods were designed to unlock the Companion, suggest-
ing that it might contain something.
Dead Devil. A spined devil was operating the console
when the fortress crashed into Avernus. The console
tore free of one wall and pinned the devil against an-
other wall, crushing it to death. The console is nonfunc-
tional, and its original purpose can't be ascertained.
W6. BLACK BELL
Once per minute, a hollow "ka-clunk" sound emanates
from this room, which contains the following:
This room contains two rusty iron crates in one corner
and an iron, bell-shaped contraption bolted to the floor
in the opposite corner. The bell is nine feet tall and
painted black, with several dents and d ings in it. Every so
often, the bell emits a loud "ka·clunk" sound.
Each crate contains twenty iron flasks of demon ichor
(see page 78).
A detect magic spell reveals an aura of transmutation
magic around the bell-shaped contraption. Any char-
acter who examines the bell and succeeds on a DC 20
Intelligence (Arcana) check can ascertain its purpose:
it kept the fortress aloft and level with the ground. The
noise it makes is a rhythmic malfunction caused by the
fact that the fortress is leaning to one side.
W7. STIRGE NEST
Describe this area to the players as follows:
This chamber contains a stripped-down metal console
and several rusty pipes that extend from floor to ceiling.
One of the pipes has a two-foot-long gash in it.
The console's original purpose can't be determined.
Ten stirges nest in the pipe with the gash in it. If the
pipe is jostled or otherwise disturbed, the stirges fly out
and attack.
W8. SIGNAL DESKS
This hall has four doors leading off it. Behind each door
is a closet with a miniature console and chair bolted to
the Aoor. These consoles have keys and function like
Infernal typewriters. An imp stationed at each console
would type orders from superiors on smalJ s lips of pa-
per before delivering them to their intended recipients.
Rigged above each desk is a long, slender horn through
which bridge officers could dictate their orders.
CHAPTER 3 I AVERNUS
DEVELOPMENT
As the characters prepare to leave, a warband arrives to
scavenge the wreck. This warband is Jed by one of the
warlords described in the "Warlords of the Avernian
Wastelands" section on page 90. The characters have
a few rounds to hide, set an ambush, or return to their
vehicles before the enemy warband arrives.
Each warlord has a different reason for visiting the
wreck, as outlined below.
Bitter Breath. The horned devil is thinking about turn-
ing the wreck into a base and wants to inspect it.
Feonor. The archmage heard a rumor that someone has
been stockpiling demon ichor inside the wreck, and
she plans to steal it.
Princeps Kovik. Kovik's spies in Bel's Forge have
told the chain devil about the adamantine rods.
Kovik plans to sell them to Mahadi (page 126) for
soul coins.
RETURNING THE RODS TO BEL
Bel isn't really expecting the characters to ret urn the
nine adamantine rods to him, and he looks positively
disappointed if they do. ("We didn't even sign a con-
tract!" he laments.) Rather, be hoped they might use
the rods to unlock the Companion, thereby freeing the
planetar trapped within it and potentialJy ruining Zari-
el's plans for Elturel. Bringing the nine rods back to Bel
merely implicates him in the plot to free the planetar.
After uttering a few choice curse words, he strongly
encourages the characters to take the rods to Elturel,
stick them in locks along the Companion's equator, and
see what happens.
Happy to let the characters keep the rods, Bel makes
good on his promise to reveal the location of the Bleed-
ing Citadel. He tells the characters that the Sword of
Zariel is a good-aligned artifact that Avernus itself has
long sought to destroy. Bel urges them to find the sword
quickly, before the Bleeding Citadel is swallowed up by
Avernus and the sword is lost forever. If Lulu is still with
the party, she urges the characters to recover the sword
before heading back to Elturel.
OTHER LOCATIONS
Some locations marked on the players' map of Avernus
lie outside the two quest paths. Others, like the Wan-
dering Emporium and Zariel's F lying Fortress, move
around. These locations are summarized below and
described in the sections that follow.
Stygian Dock. A river dock where Aying fortresses can
undergo repairs while siphoning souls from the Styx.
Styx Watchtower. One of several fortifications along the
River Styx used by devils to guard against invasion.
Sundered Chains. Broken chains of Avernus that tried
and failed to bind other cities before Elturel.
The Wandering Emporium. A mobile marketplace bujlt
atop infernal war machines.
Zariel's Flying Fortress. Zariel commands her legions
from this mobile headquarters.