Descent into Avernus

(Nancy Kaufman) #1
UNLOCKING THE COMPANION

The Companion is sealed by nine locks evenly spaced


around its equator. These locks can only be opened by


inserting nine adamantine rods into them. The rods are


hidden in Zariel's wrecked flying fortress (page 118).


Inserting the nine adamantine rods into the nine locks
of the Companion causes its upper hemisphere to open,

freeing the planetar within.


SHATTERING THE COMPANION
The Sword of Zariel has the power to shatter the Com-


panion and dispel the darkness around it. Striking the


orb with the s word causes the Companion to ring like


a bell and th e n s hatter, sounding out an angelic tone


that can be heard with perfect clarity across the infinite


breadth of Avernus. Unless the sword is wielded by an


angel of challenge rating^15 or higher, or a good-aligned


cleric or paladin of at least 10th level, the unchecked


power reverberates through the sword and shatters it.


Lulu knows that the sword possesses this power.


However, s he wants the characters to use the sword to


redeem Zariel, not simply to save Elturel. As such, she


conceals this fact unless it's clear that redeeming Zariel


is an impossible task.


Alternatively, if the characters strike a bargain with


a powerful entity such as Tiamat or a demon lord, that


being can attack and shatter the Companion. For more


information on allying with a s upernatural power, see


"Breaking the Chains," earlie r in this chapter.


CHAPH.R 5 J ESCAPE ~ROM AVERNUS


THE PLANETAR'S POWER


If the Companion is shattered or unlocked, the planetar


inside it is released. The planetar's name is Nascius, and


its power can help save Elturel, but only if the infernal
chains that bind the city have been severed. If asked to
save the city, the planetar takes a brief moment to re-
cover its strength. lt then s woops down below the fallen

city, rises to set the earthmote on its broad shoulders,


and raises Elturel out of Avernus and back to its rightful
place in the Mate rial Plane.

ENDGAME IN ELTUREL


The material presented earlier in this chapter describes


some of the ways the characters might accomplish the
goals of redeeming Zariel and saving Elturel. Within the

range of available options, you are free to determine the


conditions under which those goals are met.


This section describes an epic event that can serve


as the adventure's climax: Elturel being pulled down


into the River Styx while Zariel and her forces battle
an army of demons beneath the city. A demon lord-ei-

ther Baphomet or Yeenoghu- has launched an all-out


attack on Elturel before it's dragged into the River Styx.


This section includes encounters that you can run to


challe nge the characters as they maneuver to confront


Zariel. These encounters are suitable for a party of four


13th-level characters. If the party is weaker or stronger,
adjust the encounters accordingly.
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