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.