QUEST FOR THE SWORD
Lulu's dreams lead the characters on a wild goose chase
to Haruman's Hill in search of the Sword of Zariel. Re-
alizing that the Bleeding Citadel isn't where she remem-
bers it, the hollyphant offers the characters a choice
of paths. Both paths eventually lead to the Bleeding
Citadel, but only through a combination of deal making,
daring, and dumb luck.
Diagram 3.2 (page 96) and diagram 3.3 (page
106) are flowcharts that show the two paths characters
can take through Avernus to reach the Bleeding Citadel:
the Path of Demons and the Path of Devils, respec-
tively. Neither is literally a "path," but rather a sequence
of locations that the characters must visit in order. If
the characters wander off these paths, use optional
encounters to pull them back (see "Other Locations,"
page 122, and ·'Roaming Encounter: Smiler the De-
filer," page 133 ).
Each encounter location tied to a path has a recom-
mended character level, as noted in diagram 3.2 or 3.3.
1f your group's average character level i s lower than the
recommended level of their destination, introduce some
random encounters or reroute them to another location
first to raise their level.
Allow characters the opportunity to explore locations
on the poster map of Avernus in any order they please,
or let them jump back and forth between the paths as
they see fit.
CHAPTER 3 I AVERNUS
HARUMAN'S HILL
BEHOLD! ZARI EL'S DOG CRUCIFIED THOSE WHO
betrayed his mistress in battle.
- The Cartographer
Haruman's Hill is marked on map 3.1 (page 79).
When the characters arrive at this location, read or
paraphrase the following boxed text to the players:
Wrought iron trees line a trail that leads to the summit of
a steep hill. Anguished knights are impaled on the trees'
metal branches, their bodies writhing in torment as
bloated stirges feast on their blood.