A Guide To Baldur's Gate Descent Into Avernus
A Guide To Baldur's Gate Descent Into Avernus
Summary
• The city of Elturel has been pulled out of the Realms and into Avernus, the first layer of the
Nine Hells.
• Zariel, ruler of Avernus, is targeting the city of Baldur’s Gate next.
• When the adventure begins, the heroes are trapped in Baldur’s Gate, as the city is trying to
keep out refugees.
• Grand Duke Ulder Ravengard has gone missing. He was on a diplomatic mission to Elturel.
• The Flaming Fist, a mercenary company, drafts the heroes. The adventurers are told that they
must root out followers of Bane, Bhaal, and Myrkul.
• The group learns that the cultists are financed by Thalamra Vanthampur, one of the three
dukes of Baldur’s Gate (and a secret disciple of Zariel). She’s using money that she stole
from Tiamat!
• Thalamra’s plan is to sabotage the Flaming Fist and take over the city, so that it can be pulled
into Avernus.
• Thalamra has a magic item called the Shield of the Hidden Lord, which is corrupting the city.
• Thavius Kreeg, evil former ruler of Elturel, is hiding in the city. If he is slain, the group will
run into him again in devil form (pg 132).
• The heroes might liberate a spy linked to Sylvira Savikas, an expert on the Nine Hells.
• The adventurers seek out Sylvira, who lives in Candlekeep. Her spies are trying to find the
infernal contract that Thavius signed. This contract doomed Elturel to its current fate.
• Sylvira can get the group to Avernus with the aid of her friend Traxigor, who can cast plane
shift.
• In Avernus, the group gains a guide - a hollyphant named Lulu (who seems to have some
kind of connection to Zariel).
• In Elturel, the group can ally with Ulder Ravengard.
• To free Elturel, the group must either destroy a floating sun/orb called “the Companion” or
break the chains. Doing either will involve searching Avernus for the means to do so.
• As the group explores Avernus, Lulu begins to remember things about the Sword of Zariel.
The sword can destroy the Companion.
• The adventurers might cut a deal with Bel, former ruler of Avernus. They might also run
afoul of Yeenoghu’s pet or meet Arkhan the Cruel.
• Ultimately, the group goes to a place called The Bleeding Citadel and retrieves the Sword of
Zariel. This sword can destroy the Companion and can redeem Zariel, as well.
Note: Once the group begins exploring Avernus, the adventure turns into a “sandbox.” You will get to
choose which encounters you’d like to use.
Summary by Character Level
Let’s look at when the characters should level.
Level 1: The heroes join the Flaming Fist, find Tarina at the Elfsong Tavern, and defeat the pirates
hunting her.
Level 2: The group explores the dungeon under the bath house, meet Mortlock Vanthampur, and runs
into some agents of Tiamat.
Level 4: Then it's on to Vanthampur Villa where, hopefully, the adventurers accomplish three things:
The group travels to Candlekeep, and meets Sylvira and Lulu. They are planeshifted to Elturel.
Level 5: The heroes arrive in Elturel, which is chained to the Nine Hells. They go to High Hall and
learn that Grand Duke Ravengard is in the cemetery.
Level 6: The adventurers make their way through the cemetery, where Baphomet has demonic agents
trying to gain a foothold. The group finds Ravengard and must enact a ritual to separate him from the
helm. Once done, he reveals that the sword of Zariel is the key to saving the city. Lulu knows that the
trail to finding the sword begins at Fort Knucklebone.
Level 7: At Fort Knucklebone, the group can solve a bunch of problems for Mad Maggie. Then, they
go through a psychic ritual to unlock Lulu's memories.
Level 8: After traveling to Haruman's Hill and battling Hellwasps, the heroes must choose one of two
paths, either the Path of Demons, or the Path of Devils.
Levels 9 & 10: The heroes deal with some of the many encounters in the book, and ultimately find
themselves at the Bleeding Citadel.
Level 11: To get to the Bleeding Citadel, the adventurers must fight their way through The Scab, a
crusted-over hell hill full of demons.
Level 12: In the Bleeding Citadel is the Sword of Zariel. The heroes will likely play through a
dreamlike encounter in Idyllglen.
Level 13: All that is left to do is to figure out how to free Elturel - through redeeming or destroying
Zariel as she fights a horde of demons while chains pull the city into the River Styx, most likely.
The Hellriders
The origin of the Hellriders go like this (see pg 44):
Background (page 7)
Long ago, the angel Zariel led a band of angelic soldiers into Avernus, wading into the Blood War (the
eternal war between demons and devils). They are known as the Hellriders.
During this excursion, Zariel lost a hand. She ordered Yael, an ally, to take her sword and hide it. Yael
fled with the hollyphant, Lulu.
Zariel and two generals, Olanthius and Haruman, were captured and sent to Nessus, the 9th level of the
Nine Hells. Asmodeus welcomed Zariel (who had been corrupted by the infernal energy of the Nine
Hells) and gave her control of Avernus, supplanting Bel. Haruman became a narzugon. Olanthius killed
himself, and rose up as a death knight.
Zariel felt betrayed by Elturel, and when the city was being threatened by a vampire, she made a
contract with Thavius Kreeg. This contract caused a radiant sphere called The Companion to appear
over the city. Inside of it was a trapped planetar. The light of the Companion drove out the vampire.
Thavius knew that the Companion would eventually shift. He fled the city and hid in Baldur’s Gate.
The Companion transformed into an orb of negative energy and pulled Elturel into the Nine Hells.
The Nine Hells is Awful: I really get a kick out of the idea that when a character does something selfish
in the Nine Hells, they get inspiration (see pg 9). Make sure you’ve got the right players for something
like that, though, as that one player will ruin it for everyone else.
Fireballs: In older editions, fireballs would fall from the sky and sometimes track and target mortal
intruders. In this book, it is said that pieces of the lost paradise that once was Avernus fall from the sky
as burning meteors (pg 9). Finding a relic of the former paradise gives a fleeting feeling of joy.
Travel in Avernus: The DM just decides how long it takes to get from one place to another. The
Wandering Emporium (pg 126) can show up almost anywhere, at any time.
Before You Start
Passive Perception: Mark down everyone's passive perception scores (10+ their perception bonus.
You'll need it once they get to Wyrm's Crossing (pg 44) and if you ask right before they cross that
bridge, the players will know something is up.
Warn the Players: You might want to tell the group that not everything is "scaled" to their level. They
might run into some creatures too tough for them to beat. For example, if the group causes problems in
Candlekeep, an archmage who casts 9th level spells will come over and mangle them (see "Candlekeep
Defenses" on pg 46).
Come Up With Some Hell Quests: On page 78, the book notes that characters who fail a death save in
Avernus can cut a deal with an archdevil in exchange for rolling a natural 20 on their next death save.
The character will need to do the archdevil a "favor" in return. You might want to cook up some favors
in advance.
Guard Reactions: Keep the charts on page 163 in mind in case the group bumps into some guards
during their time in Baldur's Gate. They seem fun.
Make a Plan: Once the group gets to Avernus, you are going to have to figure out what encounters to
use. The players will be choosing where to go, but you're still expected to place things like the
Wandering Emporium, Smiler the Defiler, and other things where you like. You should most definitely
sort through the encounters and try to plan out which should happen when.
Regaining Memories: When you feel like it's the right time, roll on the chart on page 51.
Regaining Spells: She regains light when the heroes arrive in Elturel (page 53).
If She Dies: Check out page 139. If Lulu dies at some point in this adventure, she is brought back to
life in the citadel.
Lulu's Origin:
Ten days ago, Grand Duke Ulder Ravengard went to Elturel on a diplomatic mission. While he was
there, Elturel was pulled into Avernus.
Thavius Kreeg, refugee from Elturel, is being sheltered by Duke Vanthampur. (pg 11)
The Vanthampurs
Information on the family can be found on pages 25-26, and pg 32. All of that content is summarized
right here.
The Vanthampur family is in debt to Zariel. She and her sons are trying to use the Shield of the Hidden
Lord to doom Baldur’s Gate, and get it pulled into Avernus as well.
The family is paying Dead Three cultists to murder people in the city, to prove that the Flaming Fist
can't do the job.
Thalamra Vanthampur (stat block on pg 38)
Devil-worshiper, late 60's, strong,
1. Amrik (stat block on pg 30): Runs a moneylending business out of a tavern called the Low
Lantern. Has 2 bodyguards - Kasharra (spined devil MM pg 78) and Vhaltus (thug MM pg
350). Is being groomed to be Thalamra's successor.
2. Thurstwell (stat block on pg 34): Uses imps as spies. Sickly, rarely leaves mother's estate.
Has spies watching the bathhouse and at Low Tavern. He is jealous of Amrik.
3. Mortlock (stat block on pg 26): Amrik is quietly scheming to off him. Thalamra doesn't like
him and would disown him, but it was her third husband's dying wish that she look after him.
Gargauth, The 10th Lord of the Nine
The Shield of the Hidden Lord (pg 225) is apparently linked to an archdevil first described in older
editions. Here is what Sylvira has to say about Gargauth (on pg 47):
• Gargauth was a pit fiend sent by Asmodeus to corrupt mortals on the Material Plane.
• Gargauth amassed a following to rival gods and became a sort of demi-god.
When I made Emirikol’s Guide to Devils, I dug up all the lore on Gargauth that I could find. Here it is:
In the early days of the Nine Hells, Gargauth lived in Nessus and was one of Asmodeus’s closest
advisors. Gargauth realized that a member of the court named Astaroth was actually a demon and a
minor deity in disguise. Astaroth had achieved the title Treasurer of Hell, and fled after stealing a
number of valuable secrets. The information he stole aids the demons in the Blood War to this day.
Asmodeus ordered Gargauth to hunt down Astaroth. Gargauth did so, defeating Astaroth and
consuming his divine spark. Gargauth had acquired godly powers.
Gargauth spent time roaming the planes, utilizing his power to cast plane shift once every 9 days.
Appearance: Gargauth often appears as an 8-foot-tall human with a mustache. He always has a
poisonous snake wrapped around his arm.
Weakness: He is vulnerable to silver. It is said that he was once almost killed by a mortal who threw a
sack of silver pieces at him.
Current Whereabouts: Prior to Descent Into Avernus, Gargauth was said to be trapped in the Wells of
Darkness, an Abyssal prison plane that holds a number of powerful entities.
The Knights of the Shield serve and protect the Shield of the Hidden Lord. Members include:
• Lady Satiir Thione-Hhune (pg 40): Member of the Hhune patriar family, in her 70's.
• Kaddrus (pg 44): A cambion (MM pg 36)
• Falar (pg 44): A veteran (MM pg 350)
• Zaroud al'Ryshal (pg 44): A veteran (MM pg 350)
• Nulra Blacksaddle (pg 44): A veteran (MM pg 350)
The Basilisk Gate pg 12
Flaming Fist: Very bribeable. 10 gp is enough to be allowed through the gate.
Captain Darmin Zodge (veteran MM pg 350): Evil human trying to prove that he is worthy of running
the Flaming Fist.
• Accompanied by 6 veterans (MM pg 350): Issio, Minaqua, Nelestree, Oliver, Soltus, and
Thalkara.
Liara Portyr: She runs Fort Beluarian in Chult, and she is on her way to Baldur’s Gate. Her uncle is
Duke Dillard Portyr.
Meeting Captain Zodge (pg 12): Zodge gives the heroes a badge and asks them to kill any members of
the Dead Three that they can find. Pay: 200 gp. He asks the group to seek out Tarina at the Elfsong
Tavern.
Badges: You might want to mention to the heroes that the badges give them access to Upper City, a
gated-off area where the nobles live. This will come up when the group has to go to Vanthampur Villa
later on (pg 31).
Don’t Forget the Elfsong: The tavern is haunted by a spirit that sings a song in Elvish every once in a
while. On pg 18, there is a section called “Elfsong”. Usually the spirit sings about a lost love, but this
time it sings about Elturel.
The group can learn that the Companion is the name of the artificial sun that hovered over Elturel.
They can also learn about the Hellriders, the knights of Elturel, and how some of them actually rode
into the Nine Hells on horseback to fight devils.
Owner: Alan Alyth (commoner MM pg 345). 75-years old, half-elf. Runs a moneylending business on
the side.
Patrons:
E1. Taproom: Tables, private booths, 3 padded chairs near a fireplace, chest full of games.
• Foods: Fish cakes, crab cakes, cheese-and-potato soup, loaf pudding soaked in syrup and
lightly salted almonds.
• Bartender: Alan Alyth
• Servers: Falten and Yimiur (commoners MM pg 345)
• Bouncers: Klank (animated armor MM pg 19) and Skoona (half-ogre MM pg 238)
• Patrons: Commoners MM pg 345 and thugs MM pg 350.
E7. Upstairs Dining Room: Tables where people are playing Baldur’s Bones, a dice game (see sidebar
pg 16). This is where Tarina is.
• (Real name: Rhonda Thunderbell) Chaotic Evil human bandit (MM pg 343)
• She is cheating at Baldur’s Bones. The people she is playing with are too dumb to notice.
• She ripped off her fellow pirates on the Uncivil Serpent and has been spending the loot.
• She sometimes works for Nine-Fingers, the local thieves’ guild.
• She will help the heroes if they agree to protect her if the pirates come looking for her (see
“With Friends Like These” on pg 19).
• She doesn’t want to share what she knows until the pirates are taken care of (“What Tarina
Knows” pg 19).
E8. Private Dining Room: Umber Hulk head mounted on the wall.
E10. Private Dining Room: Displacer Beast head mounted on the wall.
E11. Large Guest Room: Oshalla (sahuagin priestess MM pg 264) She was exiled from her kingdom
and doesn’t really leave the room. Alan Alyth brings her meals.
E13. Alan’s Bedroom: Rug of smothering (MM pg 20) Alan’s got 91 gp, 176 sp and 288 cp in a chest.
With Friends Like These (pg 19)
The pirates come to the Elfsong Tavern looking for (“Tarina”) Rhonda Thunderbell.
• Lekard “Dead-Eye” Cadavrus (bandit captain MM pg 344): Tries to kill Tarina on sight.
He has a bit of money on him.
• 7 bandits (MM pg 343)
• The Uncivil Serpent: Some wacky groups will probably go check out the pirate ship. 11
bandits (MM pg 343) are on board.
• Sailing Ship (DMG pg 119) AC 15 HP 300 Damage Threshold 15 Crew 20 Cost: 10,000 gp
Remember that “damage threshold” means that you need to do 15 points of damage in one
shot to do any damage to the ship at all.
The Dead Three are Bane, Bhaal, and Myrkul, quasi-divine adventurer entities.
• Can bind souls into wax skulls, which can be used to glean knowledge from the deceased.
• His followers are wizards and necromancers.
• Agents (pg 234): Necromite of Myrkul, Skull Lasher of Myrkul, and Master of Souls.
Arrival at the Bathhouse (pg 21)
City residents come here during the day and evening.
D1. Courtyard: An imp (MM pg 76) is invisible, watching. It will fly away and alert Thurstwell, Duke
Vanthampur’s oldest son, what is happening. Thurstwell is hoping the heroes will kill his brother,
Mortlock.
• Night: 3 night blades (pg 233) guard the place. The necromite (pg 234) from D4 might come
to help.
D3. South Massage Room: Jabaz (commoner MM pg 345) androgynous human masseuse. Knows that
Duke Thalmra Vanthampur owns the place, fears Mortlock, and knows about secret door in D4 but
won’t volunteer it out of fear.
• Qurmilah (commoner MM pg 345): Female human masseuse, knows what Jabaz knows.
• Night: Necromite of Myrkul (pg 234)
• Secret Door: Spotted with DC 10 Perception. Beyond it is a staircase that leads down to D5.
• Ceilings: Rooms have wooden beams AC 15 10 HP. Destroy all beams: 25% roof collapse.
DEX save DC 15, 22 dmg, half dmg on save. Area becomes difficult terrain.
• Doors: AC 15 HP 5
• Water: Certain areas of the map are flooded - difficult terrain.
D6. Bloated Corpse: Dead for 2 days. Was a Bhaal worshiper who failed in his duties.
D9. The Dead Three Doors: Doors depicting Bane, Bhaal, and Myrkul.
D10. Necromites’ Room: 3 Necromites of Myrkul (pg 234). They’re pretending to be dead.
D11. Partially Collapsed Crypt: All of these books were owned by necromites.
• Spellbook 1: Burning Hands (PH pg 220), Detect Magic (PH pg 231), Disguise Self (PH pg
233), fog cloud (PH pg 243), ray of sickness (PH pg 271), silent image (PH pg 276).
• Spellbook 2: Charm person (PH pg 221), find familiar (PH pg 240), identify (PH pg 252),
magic missile (PH pg 257), sleep (PH pg 276).
• Spellbook 3: Cloud of daggers (PH pg 222), darkvision (PH pg 230), detect magic (PH pg
231), feather fall (PH pg 239), mage armor (PH pg 256), magic missile (PH pg 257), Tasha’s
hideous laughter (PH pg 280).
D12. Bane’s Altar:
• Prisoner: Klim Jhasso (noble MM pg 348) He is claiming his family will pay a reward for his
return (they won’t).
• Kazzira: Fist of Bane (pg 232)
• Yignath: Iron Consul (pg 232) Is torturing the prisoner. Has a key on his belt that can be used
in D22 and on the 4 chests of Tiamat's treasure in D30.
• Free Klim or touch freestanding suit of platemail: Gauntlets animate and attack as flying
swords (MM pg 20)
D16. Flooded Crypt: Disturb sarcophagus: Ghostly Battleaxe: +5 to hit, 6 (1d8+2) dmg
• Can’t be hit.
• Can be dispelled.
• Acts in initiative count 20.
• Shuts off when all creatures leave the room.
D18. Gas Buildup: There is flammable gas in here. If you carry a torch into this area: DEX sv DC 15
14 fire dmg, half on save. This will destroy all the beams, so there’s a 25% chance that the ceiling
collapses. DEX save DC 15, 22 dmg, half dmg on save. Area becomes difficult terrain.
D20. Half-Plundered Crypt: In the secret area in the sarcophagus, there’s a mummy (not a monster, just
an inert corpse) with a bag of beans (DMG pg 152) where its heart should be.
D23. Secret Door and Sentry: Fist of Bane (pg 232). He might alert the reaper of Bhaal (pg 233) in
D26. There is a secret door to D27.
D26. Bhaal’s Rest: Sarcophagus full of blood. “Nebra”, a florist captured by the bad guys (is actually a
Reaper of Bhaal pg 233). She’ll try to trick the heroes into going to D29.
D27. Echoes of Battle: You can hear the sounds of battle coming from D29.
D28. Old Cellar: Hidden in the water are 4 skeletons (MM pg 272)
D29. Mortlock Vanthampur: Two people are fighting. There are 4 dead cultists in here, killed by
Mortlock. Mortlock will actually try to team up with the adventurers and convince them to help him
kill his brother, Amrick, at the Low Lantern.
D30. Tiamat’s Stolen Treasure: Devil agents of Zariel brought this treasure here. The keys to the 4
chests are on the Iron Consul in D12. Potion of fire breath (DMG pg 187)
• Bane Statue: If you stand within 5 feet of this, make a CHA sv DC 12 or kneel - can’t move,
take actions or reactions. Repeat the save at the end of each turn, ending the effect on a
success.
• Myrkul Statue: Desecrate this statue = you gain no benefit from magic healing (remove
curse ends this).
Where Next? The adventure expects the group to go with Mortlock to the Low Lantern to kill Amrik.
The group might opt instead to go to the Vanthampur Villa. Bong, the heroes hit level 3.
Low Lantern (pg 28)
This is a sailing ship that has been turned into a tavern/gambling hall. Serves drinks and snacks, but no
meals.
• Owner: Laraelra Thundreth, a mage (MM pg 347) with a crab (MM pg 320) familiar.
• Bartenders: 2 kenku (MM pg 194)
• Bouncers: 6 thugs (MM pg 350)
Patrons:
L1. Main Deck: Imps (MM pg 76) disguised as ravens. They are spies of Thurstwell, watching Amrik.
If they see Amrik being attacked, they will try to defend him.
L4. Laraelra’s Cabin: When anyone other than Laraelra opens the chest: 4 flying swords (MM pg 20)
L5. Taproom and Gambling Hall: 3 bouncers (thugs MM pg 350). Laraelra greets patrons here.
L6. Tavern Lounge: Amrik and his allies sit at a table here. The bartender will dump poison into a drink
if Aurik gives a secret hand gesture.
L8. Sleeping Quarters: 1d4 unconscious commoners (MM pg 345) sleeping off a hangover.
Reya Mantlemorn (pg 31): Veteran (MM pg 350). Reya is a hellrider who happened to be outside of
Elturel when it was pulled into Avernus. She was able to sneak into Baldur’s Gate, but she had an
incident with the Flaming Fist. She wants to join the group.
Important Note About Reya: Reya is a very important NPC in this book. She is meant to accompany
the group through the Villa and to Candlekeep, all the way to Elturel. In Elturel, she is a guide and can
help the group navigate the adventure.
Key Events: The group doesn’t know it, but there are three things that should happen during their
exploration of this place:
V1. Yard: 9 guards (MM pg 347). The guards can’t be bribed. Stealth to sneak by: Each character must
make a Stealth check DC 13.
V2. Stable House: 4 draft horses (MM pg 321). A servant, Sarvinder Pck (commoner MM pg 345) is
here. Trapdoor: Drops down to V27.
V5. Kitchen:
V8. Parlor: Paintings of Thalamra, her 3 dead husbands, her 3 sons, and Slobberchops.
• Hidden Compartment: Perception check DC 12 notices a secret panel in the arm of chair. In
it is a silvered dagger.
V9. Dining Room: The chandelier is on a pulley system, which seems like fun.
V11. Upstairs Hall: 5 guards (MM pg 347), one stationed at each door.
• Thurstwell (pg 34): He will cast sacred flame (PH pg 272) 1 creature must make a DEX sv
DC 13. Fail = 1d8 radiant damage. As a bonus action, he casts sanctuary (PH pg 272) Anyone
trying to attack him must make a DC 13 WIS sv. Fail = can’t attack him.
• 1 invisible imp (MM pg 76).
• Infernal Puzzle Box (pg 224): It belonged to Thavius Kreeg. Thurstwell has been trying to
open it, but has been unsuccessful. To open it, the group will need to travel to Candlekeep.
• Potion of Healing (DMG pg 88): 2d4+2 HP.
• Chest: Locked (DC 17). Trap: Once three items are removed from the chest, poison gas
(CON sv DC 13, 11 poison dmg. The cloud remains for one minute!
• Helmed Horror (pg 183): Immune to fire bolt, sacred flame, and shocking grasp. It attacks
any non-Vanthampur that enters the room.
• Imps (MM pg 76): If someone tries to free a prisoner, an imp will try to sting the prisoner to
death. Both prisoners have 4 hit points each, so if they get hit, they’re dead. Sting: +5 to hit, 5
(1d4+3) dmg and CON sv DC 11. Fail = 10 (3d6) poison dmg, half on save.
• Cages: Pick lock DC 15
Prisoners:
• Shaleen Zoraz (commoner MM pg 345): A sewer worker whose expansion plans would have
gotten close to the Dead Three dungeon.
• Kaejil Orunmar (commoner (MM pg 345): Tax collector who bothered Thalamra.
Under the Villa (pg 37)
• Tunnels: 9 feet high
• Rooms: 10 feet high
• Iron Doors: Pick DC 15, Force Open Athletics Check DC 24
• Cultists (MM pg 345): Pairs of cultists roam the halls with censers.
• Disguised Characters (sidebar pg 39): If the group disguises themselves as cultists (black
robes and gold devil masks), they'll have advantage on Deception checks down here.
V20. Cellar: One crate holds.. Three spined devils, who burst out and attack.
V22. Sewer Tunnels: Any time the heroes are in a tunnel, they might have an encounter:
V26. Temple of Zariel: Doors have text in infernal (“That which falls can rise again”).
V28. Secret Shrine: Duke Valthampur (pg 36) is here, praying at an altar devoted to Zariel. She will
fight, but tries to flee once reduced to half of her hit points.
Prisoners: Falaster is especially important, linking the group to Sylvira and Candlekeep.
Falaster Fisk (spy MM pg 349): A sage who is friends with Sylvira Savikas of Candlekeep.
• Falaster found out that the Valthampurs were keeping Thavius Kreeg safe.
• He knows that Sylvira wants to open the infernal puzzle box.
• He memorized the layout of this place.
Satiir Thione-Hhune (noble MM pg 348): She is in her 70’s, and claims (lies) that she was imprisoned
because she opposes the idea of Thalampra becoming the Grand Duke.
• The truth is that Lady Satiir was captured as insurance. Her family owned the Shield of the
Hidden Lord, which the Valthampurs stole.
• She is a Knight of the Shield, an evil order who guard the Shield of the Hidden Lord.
V30. Barrier of Iron Bars: Getting out requires getting past the steel bars. Athletics check DC 25.
V34. Ritual Chamber: The cultists cast divination (PH pg 234) in here. When they do, a pillar of smoke
appears, which represents a devil, who answers the question asked.
V36. Vanthampur Vault: Door is locked (DEX check DC 15 to pick, Athletics DC 24 to force open).
Duke Vanthampur has the key.
• Important Things: Don’t forget two things - Thavius’s shadow does not match his
appearance, and the shield telepathically contacts a random character and claims it can help
the group rescue Elturel.
• Shield Hanging on the Wall: Shield of the Hidden Lord (pg 225)
• The shield has a deal with Thavius and Vanthampur to spread corruption in the city, but it is
happy to go back to the Nine Hells with the heroes instead.
Thavius Kreeg (pg 42): The group might notice his shadow - it doesn’t match him. It looks like a
pudgy, horned devil with wings.
Final Encounters in Baldur’s Gate (pg 42): Reya and Falaster will urge the group to bring the
infernal puzzle box to Candlekeep. They’ll both want to come along.
Reporting to Captain Zodge (pg 42): The heroes hand in their badges, and each of them receives a
cool 200 gp. As they are talking, Captain Portyr arrives...
Commander Portyr (pgs 42-43): She basically peer pressures the group into going to see Sylvira in
Candlekeep to unlock the infernal puzzle box.
Journey to Candlekeep (pg 43-44): Falaster Fisk will bring a book along that will grant the group
access to the library of Candlekeep.
Wyrm’s Crossing (pg 44): This is a crowded bridge, full of pickpockets. Ask the group to roll d20’s.
Whoever gets the lowest result gets their pocket picked. Bandit (MM pg 343) doesn’t roll, if the
character has an 11 passive perception or higher, the bandit fails. If not, the bandit succeeds and
escapes.
Knights of the Shield (pg 44): This only happens if the group has the Shield of the Hidden Lord. Hey
look, it’s a farmer driving a hay cart. Wait! It’s a cambion with allies hidden in the hay! These people
want to snatch the shield and return it to the Hhune family.
Tale of the Hellriders (pg 44): Along the way, Reya can share a story in boxed text form.
• Entrance Fee: 3 monks (priest MM pg 348) who worship Deneir request a gift - a book! - as
payment for entry.
• Security: If the group starts problems, an archmage (MM pg 342) and 1d4 mages (MM pg 347)
will come on over and mess the group up real bad. Casting time stop, mind blank or wall of
force (DC 17) are nice ways to non-lethally stop the group’s shenanigans.
• Little One: An ogre (MM pg 237) who wears a headband of intellect (DMG pg 173). He is
quiet and reads a lot.
Reya's Plan: Reya offers to lead the group to High Hall, to find someone in charge. Gargauth wants the
group to explore Avernus.
Unwelcome Party (pg 53): A woman and her kids are looking for food and water, and 3 bearded devils
spot them.
• The posts connected to the chains are slowly sinking, pulling the hovering city down toward
the River Styx.
• The demon attack has stopped the devils from completing the task of dragging Elturel all the
way down.
• The devil assumes Zariel was the one who did this.
Collapsed Building: 6 ability checks, DC 10. If they fail 3 checks before 6 successes, they fail and the
trapped people croak.
Cry For Help: Male human being attacked by two bulezaus (pg 230)
Hateful Patrol: Merregon (pg 238) and 3 spined devils (pg 78).
Imp Sales Pitch: Imp offering food in exchange for soul. Find evil clause in contract: Investigation
check DC 15.
Spouts of Hellfire: Potion of giant strength (frost) (DMG pg 187) Gives the drinker a 23 STR for 1
hour.
Approaching the High Hall (pg 59): The group might be able to sneak past the hounds with a group
stealth check DC 15.
Cathedral Assault (pg 59): If you want to use a quake, check pg 55. DEX sv DC 10. Fail = fall
prone.Collapsing Debra is a DEX sv DC 15. Fail = 7 (2d6) bludgeoning dmg.
H4. Private Chapels: Seltern Obranch (druid MM pg 346) is pretending to be dead. He’s been using
goodberry spells (PH pg 246) to help people.
• Altar: Non-worshipers of Zariel within 20 feet of the altar are vulnerable to all damage.
• Restore the Altar: Religion DC 15 and 1 minute of prayer, or splash three flasks of holy
water on it.
• Play the Organ: Performance DC 15. Success: allies gain a d8 to be added to a to hit roll,
ability check, or save within 24 hours.
• Fail by 5+: Devils have advantage on their first turn vs the heroes.
H8. Defenses: Trevick Thantorme (guard MM pg 347). He’s lost it. Get ahold of yourself, man!
H10. Recessed Mausoleum: There might be some commoners (MM pg 345) hiding here. 1 in 6 chance
for each of the 4 crypts. D4 commoners.
H13. Hall of Scholars: Potion of greater healing (DMG pg 188) 4d4+4 healing.
H15. Unknown Hero: Non-decayed remains of a woman who may have been an incarnation of Torm.
Note: She has a greatsword that will likely be used in the ritual on page 71.
H16. Main Crypts:
• Pherria Jynks (acolyte MM pg 342): Important: If possible, mention that Pherria specilizes
in exorcisms and possessions. She will likely be needed to help Ulder Ravengard get the
helm off (see page 70).
• The Tome of the Creed Resolute: Lists everyone who took the oath. Remember back on
page 47: “All persons bound by oath to defend Elturel are also considered forfeit.” So, this
book lists every person whose soul belongs to Zariel under the terms of the infernal contract.
• Holy Water Font: You can fill up 50 vials!
• The group learns that Grand Duke Ravengard went to the cemetery looking for a magic item.
Demon Portal (pg 65): Baphomet (demon lord of minotaurs) is sending demons through a portal in the
crypts under the chapel.
Exploring the Cemetery (pg 66): Dozens of non-hostile skeletons (MM pg 272) and zombies (MM pg
316).
G1. Walk of Bravery: Undead entities emerge from the pillars and attack. One specter stays in its pillar.
G2. Chapel of Light: Minotaur skeletons try to charge and send heroes through partially-shattered
stained glass windows.
G3. Chapel of Mourning: Wow.. you can pray to Lathander and, with a Religion Check DC 10 to
receive a +2 weapon!
G4. Vestment Chamber: The group walks in on Gideon right when demons attack him! All gideon cares
about is fending off the demon attacks.
• Reading the book: Gideon hates demons, likes Zariel. Investigation check DC 10 = The reader
realizes Gideon is crazy.
• Reading for more than 10 minutes: WIS save DC 15. Fail = Cursed with a hatred of demons.
Take 5 psychic any turn you’re within 60 feet of a demon and don’t attack.
G6. Undead Pit: Gideon makes undead here. Enter the pit: take 5 necro dmg per round.
1 Undead emerges from the pit as the heroes approach. Roll a d20 and consult the chart.
G8. Ossuary of the Faithful: Yikes, the holy symbols are corrupted. Touch: CON sv DC 15, take 18
necrotic dmg, half on save.
G9. Main Ossuary: The quasit here is invisible and loyal to Baphomet.
G11. Vault of Honor: This vault once held the Helm of Torm’s Sight. The human tracks pass through
here.
G12. Vault of Ascendance: Ulder Ravengard is here wearing the Helm of Torm’s Sight. He is locked in
a psychic battle with Baphomet and can’t remove the helmet.
• Helm of Torm’s Sight: A non-magical item through which Torm can send visions. The helm
won’t come off without the aid of a ritual. The power of the demonic portal here is tied to the
helm.
• Ulder Ravengard (pg 70): He is stunned until the helmet is removed.
• 3 minotaurs (MM pg 223)
• Note: You might want to flavor the psychic battle as Ulder being trapped in a psychic
labyrinth, hunted by Baphomet. Baphomet, demon lord of minotaurs, specializes in mazes
and this would be appropriate.
Escaping the Siege (pg 71): Now the group needs to remove the helm so that Ulder can tell
communicate the visions Torm had sent him. The group should bring Ulder to Pherria (pg 64).
Ritual of Returning (pg 71): This needs to be done in H6 (pg 61).
Performing the Prayer: Takes 30 seconds to recite. At the same time, 1 character must rest the sword
on the helm and make a CON sv DC 11 at the end of each turn or take 10 (3d6 force damage). So that
means that, since a round is 6 seconds, that character holding the sword will need to make 5 saving
throws!
• Round 1: CON sv DC 11. Fail = 10 dmg. Also, 2 will o’ wisps (MM pg 301) appear and try
to disrupt the ritual.
• Rounds 2-5: CON sv DC 11. Fail = 10 dmg.
The Path Forward (pg 72): Ravengard says he saw Lulu create a fortress around a sword in the Nine
Hells. Then she flew off and met bird creatures with a war machine.
Lulu remembers that it is the sword of zariel protected by the fortress, and that it is the key to saving
Elturel. She remembers the birdfolk (kenku) - “Chukka” and “Clonk”, and that they took her to a place
called Fort Knucklebone. She flies up and spots the fort in the distance.
Uldar and Reya want to stay in Elturel while the group looks for the Sword of Zariel.
Every minute the group is on the chains, they must make a CON save DC 10. Fail: 10 necrotic dmg and
make a DEX sv DC 10 or fall!
Fall: Land in the River Styx (pg 76). Each round you are in the river, make an INT sv DC 20 or
feeblemind (PH pg 239). Fail = take 4d6 psychic dmg, and you CHA and INT scores become 1. Can’t
cast spells, activate magic items, understand language, or communicate. This lasts for 30 days!
Improvised Equipment: DC 10 checks.. Equipment might start to malfunction 50 feet from the bottom.
Battle of Elturel: The devils are commanded by Lucille, Zariel’s most loyal pit fiend.
To Fort Knucklebone! It is 10 miles to the fort. The heroes hit 7th level.
Chapter 3: Avernus
The poster map of Avernus in the book is for the players to refer to. Elturel and Fort Knucklebone are
not on it.
What is Avernus?
• Demons use the River Styx to enter Avernus.
• Avernus was once a plane of lush gardens.
• The devils of Avernus seek to exploit pride and wrath.
• Most devils in Avernus serve Zariel.
• Visitors To Avernus: War profiteers, mad wizards, slavers, etc.
Water taken from the River Styx retains its potency for 24 hours. Be real careful with this! I’ve had
groups go nuts with this and it can get ugly. Remember that just getting the water out of the river isn’t
easy - one drop can erase your memory.
Alterations to Magic:
• Find Familiar (PH pg 240): It’s always an imp (MM pg 76). Or, if a character spots a
spawning tree (see pg 96), they could summon an abyssal chicken (stats pg 97).
• Find Steed (PH pg 240): It’s always a nightmare (MM pg 235), you lucky person.
• Find the Path (PH pg 240): A complaining imp (MM pg 76) guides the caster.
Telepathic Communications: Archdevils have the ability to eavesdrop on spells such as message and
sending. Same with sending stones and helms of telepathy! A ring of mind shielding (DMG pg 191)
protects you from this.
Demon Ichor (pg 78): This goo is the remains of slain demons. Sometimes it collects in lakes or pools.
• Come in Contact: CON sv DC 10. Fail = Roll on the FLESH WARPING table on pg 78.
• You can coat your weapon in this stuff. It wears off after you hit with it once.
• A spell that removes a curse ends the warping effect.
Bargain-Basement Death Saves (pg 78): If you fail a death save, an archdevil might telepathically reach
out to cut you a deal! Perform a simple task for them, and the next death save is a natural 20!
Exhaustion (pg 79): This is tough. Every hour that you walk through Avernus, you must make a CON
save DC 10 (+1 per hour). Fail means you gain a level of exhaustion (PH pg 291).
Pervasive Evil (pg 79): At the end of a long rest, make a WIS sv DC 10. Fail: You become lawful evil.
It becomes permanent if you don’t leave the plane within d4 days. Dispel evil and good gets rid of this
effect, as does spending a day on another plane.
Using The Poster Map (pg 79): Distances are random and locations shift.
Charting a Course: So, you roll two dice. If the dice turn up the same number, then the group ends up at
a different location than the one they were trying to get to.
Fort Knucklebone (pg 80): A junkyard stronghold in a desolate area ravaged by rival gangs of
scavengers called the Knucklebones. Lulu thinks the kenku live here.
Leader: Mad Maggie Night Hag warlord Zariel leaves her alone as long as Maggie keeps the other
warlords in check.
Arrival at the Fort: This negotiation is going to be handled loosely. You should quietly rank how things
are going on a scale of 1-10, 10 being the best (and 10 meaning the group gets everything they want).
Entering the Fort: 6 redcaps (pg 240) demand the password, then remember there is no password.
Seeing the Kenku: Chukka & Clonk (kenku MM pg 194). Known as “The Magpies”. They are trying to
repair a war machine (demon grinder stats pg 219). Helping the Kenku: Spend 10 minutes, make an
Arcana or Investigation check DC 15: Realize there’s a gear causing the problem. Fix it: dispel magic,
protection from evil, etc.
• Clonk: Big. Strong and silent. Klonk has a hellfire warhammer +2 to hit, 4 bludgeoning.
(hellfire is on pg 223 - if you are killed by hellfire, your soul goes to the Nine Hells and you
become a lemure!)
• Chukka: Animated, irritable, does repairs. Wields a silvered pike +2 to hit, 5 piercing dmg.
Mad Maggie (MM pg 178): She can unlock Lulu’s memories, but she needs to gather supplies for the
ritual.
• She is obsessed with Zariel and collects relics relating to her - this is why she is so interested
in unlocking Lulu’s memories.
• Offers: She can give the group 1 or more war machines, food, water
Mickey the Flesh Golem (fiendish flesh golem pg 236): He can’t speak and walks weirdly. Insight
check DC 15: Mickey has a piece of a bone devil lodged in his foot.
Pins and Needles: Imps (MM pg 76). Often assume the form of ravens. Spy on Maggie's rivals.
Redcaps and Madcaps: There are 60 redcaps and 30 madcaps here. They love and fear Mad Maggie.
Stats on pg 240
Mad Maggie’s Infernal War Machines (pg 84): 2 war machines are relatively intact - Devil’s Ride and
Tormentor (stats pg 94).
• Tormentor: Missing its harpoon flinger, AC 15 due to corroded armor (need scrap metal to
repair).
• Devil’s Ride: Wheels are missing.
Lulu’s Dream Quest (pg 85): The ritual goes like this:
• Maggie makes a fiendish circle, puts black cushions in the center. Lulu must rest on the
cushions. Maggie places the two skulls of her sisters on the circle.
• The characters must also take places in the circle.
• Takes ten minutes.
• Characters should keep their eyes closed. Everyone will have a telepathic bond.
Dreamscape: Take psychic dmg from other dream-creatures. 0 hit points = unable to proceed to the next
dream. If all characters fall unconscious, it ends and they have to start over.
• INT save DC 10. Success = proceed to next dream. If EVERYONE fails = 11 psychic dmg,
attempt save again. Only 1 character needs to succeed for everyone to move on.
Dream 2: Betrayal
• Either choice works. Those who accept are given aid in the next dream. The heroes move on.
Dream 4: Desolation
Dream 5: Revelation
Vengeful Pursuits
In the Scavenger:
• Was a pit fiend named L’zeth. Was demoted to horned devil (MM pg 74) by Zariel.
• Tried to overthrow Zariel, was caught, wings removed.
• Can’t speak: Words turn to smoke.
• Can’t write: Documents melt away.
• Drives a Tormentor with an Infernal Screamer (pg 221). Also has a Devil’s Ride and 2
scavengers.
• High Graj Karkajuk (hobgoblin warlord MM pg 187)
• Hobgoblin crew (MM pg 186), 2 hobgoblin captains (MM pg 186)
• Archmage (MM pg 342) with white eyes and a parasol made from bones and flesh.
• Mahadi (pg 126) is in love with her.
• Rarely speaks, is annoyed with the multiverse.
• Golden Doom: Demon Grinder with gilded death armor (pg 222).
• Driver: Ghast (MM pg 148)
• Ghouls (MM pg 148)
• She has ten crawling claws (MM pg 144)
• 2 Tormentors piloted by mezzoloths (MM pg 313)
Princeps Kovik
• She led a legion that was crushed by demons. She blames her superiors.
• Served by similarly disenfranchised devils. They never use demon ichor on their vehicles.
• Chain devil (MM pg 72)
• Symbol: An “8” made from iron chains
Quest For the Sword (pg 92): Lulu leads the group to Haruman’s Hill (pg 92) and then realizes the
group needs to choose one of two paths: The path of demons (flowchart pg 96) or the path of devils
(flow chart pg 106).
• Free Knights: If freed, they crumble to dust and 20 stirges attack (MM pg 284). On round 2,
crucified souls wail as Haruman (narzugon pg 239) swoops down on his nightmare (MM pg
235)
• As he attacks, a hellwasp (pg 236) snatches Lulu away.
• Damaging Haruman: Harming him causes a tree to sprout up from the ground, listing the
character’s crime: “Assaulting an officer”. See this: WIS save DC 15 or become frightened
(PH pg 291) of Haruman for 1 minute, repeat the save each round.
• Treasure: Infernal tack (pg 224)
If Lulu is not taken, she thinks 2 sites might be important to help find the citadel:
Hellwasp Nest (pg 95): Made from cocooned Angel and celestial carcasses. The bodies provide the
magic that keeps the nest aloft. Hovers, chained to Avernus. 8 hellwasps (pg 236)
N1. Entry Level: Loud noise alerts the 3 hellwasps (pg 236) in N2.
If you move within 5 feet of a carcass or take piercing/slashing dmg: 2d6 “hellwasp grubs” (giant
centipede MM pg 323).
5 bearded devils (MM pg 70) are here burning the trees down. They’re forcing their injured ally,
Krikendolt, to burn the tree. Krikendolt feels sorry for the chickens.
• Treasure: 5 soul coins (pg 95) 3 vials of demon ichor (pg 78).
• Krikendolt: A bearded devil with a brain injury obtained while fighting a vrock.
• Earwax: An abyssal chicken he keeps secretly in his sack.
• Interrogate: The devils know that a powerful wizard near here can probably tell them what
they want to know. Mordenkainen! He’s in the Tower of Urm.
• “Wizard” Ubbalux: A disguised barlgura trapped here by Bel. To try to escape, he needs the
group to touch the stone/ Those who do take 22 lightning and suffer various effects:
• Monodrone (MM pg 224).
• True Seeing: 24 hours (PH pg 284).
• Confusion: 1 minute (PH pg 224).
• The Attempt Fails: This is not the way for Ubbalux to escape this prison. Ubbalux can tell
the heroes to seek out the Mirror of Mephistar.
• What Else He Knows: On page 100 it reveals that Ubbalux knows where the crypt of the
Hellriders (pg 101) is, that a death knight guards it, and what the password to enter is (“For
Glory”).
Mirror of Mephistar
• Giant Slab of Ice: See your reflection warped: INT save DC 20 or stunned 1 minute.
Mephistopheles gains access to thoughts, fears, knowledge.
• Rigorath (cambion MM pg 36): Blue skin, face frozen in a scream. Pours boiling water on
his face to thaw it out.
• Rigorath wants to make a deal: The group must dam the flow of the River Styx
• The characters will each gain +1 to INT or WIS.
• Can bargain to release Ubbalux.
• The terms are etched onto the ice. The group must chisel them off and drink them.
• An imp (MM pg 76) with shattersticks (pg 99) appears. Shattersticks do 35 dmg to all
structures in a 20-foot-radius. It can lead the group to the Pit of Shummrath.
Development: If Mephistopheles learns about the group’s quest, he will eventually send an ice devil
(MM pg 75) to kill them and steal the Sword of Zariel.
• The pool is the liquid remains of a pit fiend (MM pg 77) merged with the river styx.
• Cage: Hanging over it is an ultroloth (MM pg 314) in a cage.
• Baazit: Ultroloth bound by dimensional shackles (pg 165). Was imprisoned for stealing soul
coins. The cage is lowered periodically and almost drowns the ultroloth before rising back
up.
• Baazit says he can teach the group how to make servants from the pool, and can direct them
to Bel’s Forge.
• Free Him: knock spell (PH pg 254) or DEX check DC 20.
• Make a Homunculus: Spend 1 hour forming it. Homunculus (MM pg 188).
Ubbalux will reluctantly swear fealty to Mephistopheles (a demon swearing loyalty to an archdevil!?
All sorts of weird stuff could come from this, especially because demons don’t keep their word).
C1. Sealed Gates: Open: password is “For Glory”. Can use magic to get through.
C2. Funerary Chambers: The ghosts can tell the group the story of Olanthius, a death knight who serves
Zariel. There is still good in him.
C3. Knights’ Caskets: 6 caskets, each with a wraith (MM pg 302) inside. Pull a rose off a casket, wraith
attacks.
C5. Memorial Steles: What is a Stele? “...a stone or wooden slab, generally taller than it is wide,
erected in the ancient world as a monument.” Similar to a tombstone.
C6. Ritual Rooms: Undead can’t enter or even perceive this place.
Ritual circle with slivers of parchment on it, containing names. These bind their souls to Zariel.
C7. Olanthius’s Retreat: 8 journals written by Olanthius. Spend a short rest reading them, learn:
Olanthius Returns (pg 103): Death knight (MM pg 47), 2 gorgons (MM pg 171). He will turn the 3
ghosts into specters (MM pg 279)
So, get this. The demon lord Kostchtchie is trapped here on Avernus. Zariel took his weapon. Olanthius
wants the group to free Kostchtchie (!).
Arches of Ulloch (pg 103): Can teleport you to places in the Nine Hells that you’ve been to before.
Must point to Kostchtchie’s Maw on map before going through arches. Portal stays open 10 minutes.
Kostchtchie’s Maw (pg 104): Kostchtchie (stats pg 104) is chained up, standing in pit of tar, yelling in
Abyssal. He wants to be freed and he wants his hammer, Matalotok (stats pg 224).
• Climbing Down the Chasm: Climbing is at half speed normally, so that’s 15 feet. That is 33
climb checks! DC 15. Fail by 5 or more, you fall.
• Guards: Mazer (chain devil MM pg 72): There are dozens of 100-foot-long chains in the tar
that Mazer can control with its animate chains power. If Mazer dies, the chains weaken and
Kostchtchie can break free.
• 4 hell hounds (MM pg 182).
• Free the Demon Lord: He yells in Abyssal and casts wind walk (PH pg 288) turning him
into a wispy cloud with a fly speed of 300 feet!
• Return to Olanthius: He reveals that the group must meet with Yael in the Bleeding Citadel
(pg 134).
Path of Devils (pg 106)
Demon Zapper (pg 106): The unicorn is trapped in a sphere that blocks magic and physical entry. Any
fiend that gets within 100 feet of this thing is pretty much dead: DEX sv DC 18 260 radiant dmg, half
on save.
• Guardian: Ralzala, a dao who regrets making a pact with Zariel. Ralzala will try to get the
group to help her break her pact. To do so, the heroes must visit Red Ruth in the Bone
Brambles (pg 107)
• Free the Unicorn: Destroy the rusted metal structure AC 14 HP 250
• Unicorn (MM pg 294)
• Dao (MM pg 143)
• Bone Brambles (pg 107): This place was pulled into Avernus from the Feywild.
B1. Entrances: 5 paths lead inside. Group survival check DC 15. Success: Find Red Ruth’s lair at B3.
Fail: dead end (B2 - roll on the Dead Ends chart).
Helping Ralazala: Once she’s back from the spa, Red Ruth says that the dao must drink the blood of a
titan
Uldrak’s Grave (pg 109)
• After it tried and failed to assassinate her, Tiamat turned the empyrean (MM pg 130) named
Uldrak (MM pg 78) into a spined devil.
• Drinking his Blood: Need to get it from Uldrak’s titan form.
• Regain Titan Form: Spill some of Tiamat’s blood on the ground of Avernus. Arkhan the
cruel has some of Taiamat’s blood in a vial around his neck.
Monument to Tiamat (pg 112): In the skull is a tunnel that leads to Tiamat’s lair. There are “scores” of
white abishai inside (stats pg 241).
• Devil’s Ride (pg 94) parked outside, belongs to Torogar (pg 112).
• Arkhan the Cruel (stats pg 111)
• Hand of Vecna (DMG pg 224)
• Chango (manticore MM pg 213)
• Torogar (pg 112)
• Vial of Blood: Arkhan will trade the vial of blood for the sacrifice of a good-aligned creature
- possibly Lulu or the unicorn. These sacrifices feed the Hand of Vecna, which is slowly
corrupting him.
• Using the Blood: Uldrak splashes the vial at his feet He transforms into a lawful evil
empyrean (MM pg 130). He takes his sword, gives the group a gallon of his blood, and plane
shifts to Surtur’s home.
• Ralzala drinks the blood and writes the group a letter of introduction so that they can meet
Bel at Bel’s Forge.
Bel’s Forge (pg 113)
An iron fortress. Those that come close are attacked by 2 horned devils (MM pg 74) and 10 bearded
devils (MM pg 74).
• Extreme Heat (DMG pg 110): End of each hour: CON sv DC 5 or gain 1 lvl of exhaustion
(PH pg 291). The DC goes up by 1 for each hour. Medium/heavy armor = disadvantage on
the saves.
• Lava: 33 (6d10) fire dmg. Fully immersed: 99 (18d10) fire dmg.
F1. Descent to the Forge: Bel (stats pg 115) on his flying throne watching fire giants toil.
Bel telepathically tries to cut a deal with the adventurers:
• The group must retrieve 9 stolen adamantium rods. In exchange, he’ll tell them how to get to
the Bleeding Citadel. Finding the rods involves questioning a captured Sibriex, and he even
offers them use of a barge to traverse the River Styx.
• The group won’t know: The nine rods unlock the Companion, which has a planetar (MM pg
17) trapped inside of it.
• If the group accepts, he sends an imp (MM pg 76) named Balakros with them.
F2. Fire Giant Blacksmiths: Drumra, Jalt, Rosska, and Zrakorn (4 fire giants MM pg 154). Chains can’t
be broken or unlocked except by Bel.
F3. Weapons Rack: Blood war weapons. Treasure: 2 hellfire javelins and a hellfire greatsword (pg
224).
F4. Pool of Magma: A half-completed infernal machine is dangling over the pool.
• River Travel (pg 116): The road to the barge is patrolled by bearded devils (MM pg 70).
• Barge: 30 feet long, 15 feet wide, can hold 2 infernal war machines.
• Krinjak: bone devil (MM pg 71) captain (secretly a spy for Zariel).
• 12 merregons (pg 238) operate the oars.
• The boat will sail past the Stygian Dock (pg 123).
Freeing the Sibriex: Breaking three chains will do it. AC 19 HP 33 dmg threshold 10
Remember, damage threshold means that you have to do at least 10 dmg to do any damage at all to the
chains.
Fire Storm: If for some reason the group is on foot, group Survival check DC 20. Fail means a
firestorm blows in and attaches itself to a character for one minute. DEX save DC 20, 44 fire damage,
half on save. Dispel magic (PH pg 234) shuts it down.
Arrival at the Wreck (pg 118): The group can either climb the exterior or go up through the inside.
Climb Up: Athletics check DC 15. As they climb, the 6 vrocks (MM pg 64) from W1. attack.
Interior: 5 bone whelks (pg 119). There’s a good chance the dying screams of the whelks will attract the
vrocks. Also inside is a soul intake tube which has a remorhaz (MM pg 258) in it.
W1. Bridge: When the group gets here, Mad Maggie’s crew shows up below. They’re here to search the
wreck. If the group is on bad terms with them, they might steal the group’s war machine and/or release
the remorhaz. 6 vrocks (MM pg 64)
W2. Alarm Console: Flip a switch, pick a sound from the list.
W4. Records Room: It looks like a gnoll, but it is a death slaad (MM pg 278) that’s been feebleminded
(PH pg 239) by the River Styx. It can’t do much of anything. The machines used to be used for
communication.
W5. Adamantine Rods: Sovereign glue (DMG pg 200).Open safe, figure out the combination and cast
knock (PH pg 254) 3 times.
W6. Black Bell: 40 flasks of demon ichor (pg 78). This bell used to keep the fortress aloft.
An infernal fortress is pulling souls out of the River Styx. The heroes have the option of using a
bathysphere to drege up souls from the River Styx.
Test Run: The group can help Bazelsteen test a device. They get in a bathysphere and vaccuum up
silted souls at the bottom of the River Styx. Highest DEX check wins and that character gets a soul coin
(pg 225). Up to 4 heroes can fit inside. It is definitely OK if some characters don’t want to go down
there.
While the heroes are submerged, 10 vrocks (MM pg 64) attack the dock.
A glabrezu (MM pg 58) tries to snip the cable attached to the bathysphere (It needs to make a DC 20
STR check. It has a +5 STR bonus).
• Zartar (chain devil MM pg 72) Is trying to pray to Asmodeus to draw power from the chains.
• 2 bearded devils (MM pg 70)
Hand of Vecna: Mahadi wants the Hand of Vecna (which is currently in the possession of Arkhan, pg
111). To obtain it he will trade one of three things:
Approaching the Wandering Emporium (pg 128): Tents protected by many war machines. Sign warns
that there is no fighting or spellcasting allowed.
Businesses
Infernal Rapture (pg 128)
Restaurant and spa that exists in a demiplane. Basically, you come here, spend money, and if you can’t
pay, you need to either work off the debt (connected to a geas spell - PH pg 244) or Mahadi and
Asmodeus own your soul.
Firesnake Forge
Rassh, Skids, and Slagg: 3 salamanders (MM pg 266) that escaped Bel’s Forge. They maintain
Mahadi’s war machines.
• Burney: (secretly an ancient copper dragon MM pg 110) Cheerful woman. Cuts hair, heals.
• Healer Feat (PH pg 167): Use a healer’s kit to stabilize, the creature has 1 HP instead of 0.
Action: Use healer’s kit to restore 1d6+4 HP plus HP equal to the creature’s max hit dice.
• Spy: She is here as a spy for Bahamut, good god of dragons.
• Forget: Once you take three steps away from her, you forget her and your interactions with
her entirely.
• Psychic Protection: She is permanently mind blanked (PH pg 259).
• Can’t take direct action against denizens of the Nine Hells.
• Once per day she can plane shift (PH pg 266) to Bahamut’s Court.
Infiltrating:
• Prisoner: Don’t forget, Thavius Kreeg is being interred here (pg 132)
• Rooftop Hatch: Guarded by the 3 bone devils.
• Signal Vents: You can get in if you’re tiny or in gaseous form (PH pg 244)
• Soul Intake Pipe: The grilled vent in the bottom leads to the soul intake pipe.. It sometimes
siphons souls from the River Styx. If you’re in there, take 16 necrotic per round start of each
turn.
• Commandeer: No, your group can’t steal this thing. It is controlled telepathically by Zariel
and has no other way to be controlled.
• Sabotage: Destroy the bell: AC 19 HP 45 dmg threshold 10.
• Crash: Anyone on board take 70 bludgeoning and 70 fire dmg, and falls prone among the
wreckage.
• Stowing Away: Pit fiend (MM pg 77), 6 erinyes (MM pg 73), 12 bearded devils (MM pg 70)
AC 18
• Thavius (amnizu stats pg 228) is being kept in here until Elturel is fully pulled into the River
Styx.
• Magic Wards: You can’t teleport in or out of the cell.
• Shackles: Only Zariel can unlock them. AC 19 HP 20 damage threshold 15, immune to non-
magic attacks except adamantine.
Roaming Encounter: Smiler the Defiler (pg 133)
Smiler had a gang that was wiped out by the other warlords. He will try to recruit the heroes to help
him get revenge.
The Scab:
S2. Angelic Window: Window depicts an angelic face. Touch it: gain 20 temp HP.
• Corpse: Night hag (MM pg 178) named Yiggleblight, was working with the demons.
• 5 bulezaus (stats pg 230)
• Flask of River Styx water (see pg 76, normally it is only effective for 24 hours but this
special flask preserves its properties).
S5. Food Fight: Two hezrous fighting over who gets to eat a bearded devil corpse.
• Iron flask (DMG pg 178): Contains a fiendish flesh golem (stats pg 236)
• Soul bag (MM pg 179): Catches the soul of an evil humanoid killed by a hag’s night
haunting ability.
• Heartstone (MM pg 179): Cures any disease!
• Burnt Othur Fumes (DMG pg 258): CON sv DC 13. Fail take 10 poi, repeats save each
round until 3 successes.
• Carrion Crawler Mucus (DMG pg 258): CON sv DC 13 or poisoned and paralyzed for up
to 1 minute.
• Essence of Ether (DMG pg 258): CON sv DC 15 poisoned and unconscious for 8 hours.
• Oil of Taggit (DMG pg 258): CON sv DC 13 or poisoned and unconscious for 24 hours.
• Torpor (DMG pg 258): CON sv DC 15 or poisoned and incapacitated for 4d6 hours.
S9. Digging Demons: They are digging down, trying to free Crokek’toeck. If possible, the shadow
demon will flee to S14 to warn Trantolox about the heroes.
S10. Crokek’toeck’s Prison: It is incapacitated and restrained. If someone frees it, it begins trying to
devour anyone and everyone.
S14. Entrance to the Bleeding Citadel: The bad guys can’t get the door open. They’ll try to cut a deal
with the group.
Idyllglen
• Borders: Enter/start turn in border mist = WIS save DC 15, 22 psychic dmg, half on save.
• Burning Buildings: Start turn in or on = CON sv DC 15, 10 fire dmg, half on save.
• Burning Trees: Start turn in a tree: CON sv DC 15, 10 fire dmg, half on save.
• Townsfolk: Flee for their lives or hide.
• Character Death: While this is a memory, if you die, you die.
I2. Statue of Zariel: AC 17 HP 300 damage threshold 15. Fiends start turn within 15 feet = flare goes
off in 30 foot radius, CON sv DC 15, 18 radiant dmg, half on save.
Event 1. Characters’ Arrival: All of these things happen at once. The group may need to split up and
deal with these things individually. The next event kicks in when there are only 2 enemies remaining.
Event 2. Yeenoghu’s Champion: Garoknul (marilith MM pg 61). Teleports away once reduced to 50 hit
points.
Event 3. Madness Reigns: 5 guards (MM pg 347) driven mad by demon ichor. If a character kills a
guard, Lulu punishes them WIS sv DC 15 or gain 1 level of exhaustion (PH pg 291).
When only 3 enemies remain or 6 rounds have passed, Event 6 kicks in.
Event 6. Yeenoghu: Yeenoghu (stats pg 242). When Yeenoghu has 100 hit points or 3 rounds have
passed, event 7 happens.
Event 7. Zariel’s Arrival:
• Zariel is a solar (MM pg 18). She can cast resurrection (PH pg 272) 3 times.
• Lulu (stats pg 237)
• Knights (MM pg 347) on warhorses (MM pg 340) kill any remaining demons and gnolls.
Yael is among them. Olanthius and Haruman are there as well.
Reward: Once Yeenoghu is gone, Zariel asks the group if they would follow the bad guys through the
portal.
Those who say they would get a charm of vitality (DMG pg 228). Use an action: Remove any
exhaustion/poison/disease/ Regain Max HP from hit dice for the next 24 hours.
Those who don’t gain a charm of restoration (DMG pg 228). Has 6 charges. Can cast greater
restoration (PH pg 246) or lesser restoration (PH pg 255).
Any hero who didn’t die in the memory can draw the sword. Once they do so, the scab blows up and
the heroes find themselves outside the citadel.
Wielding the Sword of Zariel: Here are the physical/character-changing effects on the wielder:
• Attunement is is immediate.
• You are transformed into a heavenly, idealized version of yourself. Your alignment becomes
Lawful Good!
• Learn the Celestial Language
• Your CHA becomes 20.
• You gain resistance to necrotic/radiant.
• You grow wings and gain a fly speed of 90.
• Your eyes become “pools of luminous silver” and you gain truesight.
• Roll new personality traits on the table on page 227.
• Don’t forget to roll 2 minor beneficial properties on DMG pg 219. I went with a cantrip
(guidance) and a 2nd level spell (prayer of healing).
Chapter 5: Escape From Avernus (pg 146)
Redeeming Zariel:
• When the sword gets within 10 feet of her, it glows and floats over to her.
• The sword contains Zariel’s “angelic spark”.
• A character will need to convince her to rejoin the celestials. Persuasion check DC 25. (The
DC is lowered by 5 if Lulu is present and by another 5 if Olanthius is there).
Zariel’s Redemption:
Zariel’s Wrath:
• Zariel tries to attack the adventurers. The group might need to make an alliance to defeat her:
• Baphomet/Kostchchie/Yeenoghu: None are trustworthy. They are easily reached through a
contact other plane spell (PH pg 226).
• Bel: He’s afraid to take her on directly.
• Gargauth: If freed, he’ll make a contract with the group. Once Zariel is destroyed, he will
turn against the group. He’s a pit fiend (MM pg 77).
• Tiamat: Arkhan can be convinced to aid the group if told he can take Zariel’s place as ruler
of Avernus.
Serving Zariel:
• The group might join her army and smite demons in the Blood War.
• Each character must sign a contract with her, forfeiting their soul.
• Each character gains a charm (see pg 215)
• Characters who die become lemures (MM pg 76)
Sword of Avernus: Zariel gives the group the Sword of Avernus (pg 150)
Ruling Avernus: A mortal ruling Avernus won’t work because devils won’t serve anyone but a superior
devil. Asmodeus might offer to transform a character into an archdevil
• Voiding the contract between Zariel and Thavius Kreeg destroys the chains.
• Zariel keep the original contract hidden and can summon it to her hand. The group would
have to trick her to do so.
• Killing Zariel voids all of her contracts.
The Fate of Thavius Kreeg: If the group wants to kill him, he won’t fight back, he’ll just grovel and tell
them he knows where the original contract is (he doesn’t).
• Zariel will want the souls of good-aligned clerics and paladins 10th level or higher.
• She will try to bargain to get it. If a hero says they’ll trade their soul in exchange for Elturel’s
return, the character can make a persuasion check DC 25 to sway Zariel from the path of evil.
Even if the check fails, she will make the deal.
Relinquishing the Sword: Zariel will accept the sword in exchange for freeing Elturel.
Zariel will return Elturel if the group kills either Baphomet or Yeenoghu.
Shield of the Hidden Lord: Zariel will return Elturel in exchange for the Shield of the Hidden Lord.
• Zariel casts dispel evil and good (PH pg 233), causing Gargauth to emerge (pit fiend MM pg
77).
• Gargauth has 150 hit points and 4 levels of exhaustion (speed 15, disadvantage on attack rolls
and saves).
• She’ll try to either “free” Elturel from its chains, or return it to the Material Plane, not both.
Dealing With the Companion (pg 153)
It is surrounded by a 10-foot thick sheet of magical darkness. It has 9 locks, opened with the 9 rods
from Zariel’s wrecked fortress (pg 118).
Shattering the Companion: Striking the orb with the Sword of Zariel will shatter it and dispel the
darkness. This frees the planetar trapped inside.
• The sword might shatter, unless wielded by a high-ranking angel or a good-aligned cleric or
paladin level 10+.
• Tiamat can also shatter the Companion.
The Planetar’s Power: Nascius (planetar MM pg 17). Once the chains are shattered, Nascius can bring
Elturel back to the Material Plane.
Event 2: Field of Flames: The group can stealth across the battle field with three group checks DC 15,
17, then 19. Each fail: CON sv DC 15 or 22 poison and 22 fire dmg.
Event 3: Showdown With Zariel: Zariel is fighting a balor. Zariel kills it in 4 rounds.
• If the group freed Kostchtchie (stats pg 105), he comes after Zariel to get Matalok (pg 224)
back.
• Zariel (stats pg 243)
• Balor (MM pg 55)
Appendix A Notes: Diabolical Deals
• Lemures & nupperibos can’t make deals.
• Other devils can make deals for themselves or for archdevils. Can’t normally make deals
outside their home plane unless a devil talisman or ritual circle is involved.
• Archdevils can deal freely with mortals.
Contact an Archdevil: Kill a chaotic or good-aligned creature and pray to the archdevil for one hour.
Proposal: Devil offers gift, character offers price (usually their soul). Seal the deal with a contract.